Add new "grant_connect_bypass" admin command (#26771)

This command allows you to grant a player temporary privilege to join regardless of player cap, whitelist, etc. It does not bypass bans.

The API for this is IConnectionManager.AddTemporaryConnectBypass().

I shuffled around the logic inside ConnectionManager. Bans are now checked before panic bunker.
This commit is contained in:
Pieter-Jan Briers
2024-04-09 17:25:21 +02:00
committed by GitHub
parent 6d695dd326
commit d879665b52
3 changed files with 125 additions and 8 deletions

View File

@@ -1,4 +1,5 @@
using System.Collections.Immutable;
using System.Runtime.InteropServices;
using System.Text.Json.Nodes;
using System.Threading.Tasks;
using Content.Server.Database;
@@ -10,6 +11,7 @@ using Content.Shared.Players.PlayTimeTracking;
using Robust.Server.Player;
using Robust.Shared.Configuration;
using Robust.Shared.Network;
using Robust.Shared.Timing;
namespace Content.Server.Connection
@@ -17,6 +19,18 @@ namespace Content.Server.Connection
public interface IConnectionManager
{
void Initialize();
/// <summary>
/// Temporarily allow a user to bypass regular connection requirements.
/// </summary>
/// <remarks>
/// The specified user will be allowed to bypass regular player cap,
/// whitelist and panic bunker restrictions for <paramref name="duration"/>.
/// Bans are not bypassed.
/// </remarks>
/// <param name="user">The user to give a temporary bypass.</param>
/// <param name="duration">How long the bypass should last for.</param>
void AddTemporaryConnectBypass(NetUserId user, TimeSpan duration);
}
/// <summary>
@@ -31,15 +45,31 @@ namespace Content.Server.Connection
[Dependency] private readonly IConfigurationManager _cfg = default!;
[Dependency] private readonly ILocalizationManager _loc = default!;
[Dependency] private readonly ServerDbEntryManager _serverDbEntry = default!;
[Dependency] private readonly IGameTiming _gameTiming = default!;
[Dependency] private readonly ILogManager _logManager = default!;
private readonly Dictionary<NetUserId, TimeSpan> _temporaryBypasses = [];
private ISawmill _sawmill = default!;
public void Initialize()
{
_sawmill = _logManager.GetSawmill("connections");
_netMgr.Connecting += NetMgrOnConnecting;
_netMgr.AssignUserIdCallback = AssignUserIdCallback;
// Approval-based IP bans disabled because they don't play well with Happy Eyeballs.
// _netMgr.HandleApprovalCallback = HandleApproval;
}
public void AddTemporaryConnectBypass(NetUserId user, TimeSpan duration)
{
ref var time = ref CollectionsMarshal.GetValueRefOrAddDefault(_temporaryBypasses, user, out _);
var newTime = _gameTiming.RealTime + duration;
// Make sure we only update the time if we wouldn't shrink it.
if (newTime > time)
time = newTime;
}
/*
private async Task<NetApproval> HandleApproval(NetApprovalEventArgs eventArgs)
{
@@ -109,6 +139,20 @@ namespace Content.Server.Connection
hwId = null;
}
var bans = await _db.GetServerBansAsync(addr, userId, hwId, includeUnbanned: false);
if (bans.Count > 0)
{
var firstBan = bans[0];
var message = firstBan.FormatBanMessage(_cfg, _loc);
return (ConnectionDenyReason.Ban, message, bans);
}
if (HasTemporaryBypass(userId))
{
_sawmill.Verbose("User {UserId} has temporary bypass, skipping further connection checks", userId);
return null;
}
var adminData = await _dbManager.GetAdminDataForAsync(e.UserId);
if (_cfg.GetCVar(CCVars.PanicBunkerEnabled) && adminData == null)
@@ -167,14 +211,6 @@ namespace Content.Server.Connection
return (ConnectionDenyReason.Full, Loc.GetString("soft-player-cap-full"), null);
}
var bans = await _db.GetServerBansAsync(addr, userId, hwId, includeUnbanned: false);
if (bans.Count > 0)
{
var firstBan = bans[0];
var message = firstBan.FormatBanMessage(_cfg, _loc);
return (ConnectionDenyReason.Ban, message, bans);
}
if (_cfg.GetCVar(CCVars.WhitelistEnabled))
{
var min = _cfg.GetCVar(CCVars.WhitelistMinPlayers);
@@ -195,6 +231,11 @@ namespace Content.Server.Connection
return null;
}
private bool HasTemporaryBypass(NetUserId user)
{
return _temporaryBypasses.TryGetValue(user, out var time) && time > _gameTiming.RealTime;
}
private async Task<NetUserId?> AssignUserIdCallback(string name)
{
if (!_cfg.GetCVar(CCVars.GamePersistGuests))