Files
tbd-station-14/Content.Server/Players/RateLimiting/PlayerRateLimitManager.cs
Pieter-Jan Briers c33644532d Rate limit ahelps (#29219)
* Make chat rate limits a general-purpose system.

Intending to use this with ahelps next.

* Rate limt ahelps

Fixes #28762

* Review comments
2024-06-21 00:13:02 +02:00

255 lines
9.3 KiB
C#

using System.Runtime.InteropServices;
using Content.Server.Administration.Logs;
using Content.Shared.Database;
using Robust.Server.Player;
using Robust.Shared.Configuration;
using Robust.Shared.Enums;
using Robust.Shared.Player;
using Robust.Shared.Timing;
using Robust.Shared.Utility;
namespace Content.Server.Players.RateLimiting;
/// <summary>
/// General-purpose system to rate limit actions taken by clients, such as chat messages.
/// </summary>
/// <remarks>
/// <para>
/// Different categories of rate limits must be registered ahead of time by calling <see cref="Register"/>.
/// Once registered, you can simply call <see cref="CountAction"/> to count a rate-limited action for a player.
/// </para>
/// <para>
/// This system is intended for rate limiting player actions over short periods,
/// to ward against spam that can cause technical issues such as admin client load.
/// It should not be used for in-game actions or similar.
/// </para>
/// <para>
/// Rate limits are reset when a client reconnects.
/// This should not be an issue for the reasonably short rate limit periods this system is intended for.
/// </para>
/// </remarks>
/// <seealso cref="RateLimitRegistration"/>
public sealed class PlayerRateLimitManager
{
[Dependency] private readonly IAdminLogManager _adminLog = default!;
[Dependency] private readonly IGameTiming _gameTiming = default!;
[Dependency] private readonly IConfigurationManager _cfg = default!;
[Dependency] private readonly IPlayerManager _playerManager = default!;
private readonly Dictionary<string, RegistrationData> _registrations = new();
private readonly Dictionary<ICommonSession, Dictionary<string, RateLimitDatum>> _rateLimitData = new();
/// <summary>
/// Count and validate an action performed by a player against rate limits.
/// </summary>
/// <param name="player">The player performing the action.</param>
/// <param name="key">The key string that was previously used to register a rate limit category.</param>
/// <returns>Whether the action counted should be blocked due to surpassing rate limits or not.</returns>
/// <exception cref="ArgumentException">
/// <paramref name="player"/> is not a connected player
/// OR <paramref name="key"/> is not a registered rate limit category.
/// </exception>
/// <seealso cref="Register"/>
public RateLimitStatus CountAction(ICommonSession player, string key)
{
if (player.Status == SessionStatus.Disconnected)
throw new ArgumentException("Player is not connected");
if (!_registrations.TryGetValue(key, out var registration))
throw new ArgumentException($"Unregistered key: {key}");
var playerData = _rateLimitData.GetOrNew(player);
ref var datum = ref CollectionsMarshal.GetValueRefOrAddDefault(playerData, key, out _);
var time = _gameTiming.RealTime;
if (datum.CountExpires < time)
{
// Period expired, reset it.
datum.CountExpires = time + registration.LimitPeriod;
datum.Count = 0;
datum.Announced = false;
}
datum.Count += 1;
if (datum.Count <= registration.LimitCount)
return RateLimitStatus.Allowed;
// Breached rate limits, inform admins if configured.
if (registration.AdminAnnounceDelay is { } cvarAnnounceDelay)
{
if (datum.NextAdminAnnounce < time)
{
registration.Registration.AdminAnnounceAction!(player);
datum.NextAdminAnnounce = time + cvarAnnounceDelay;
}
}
if (!datum.Announced)
{
registration.Registration.PlayerLimitedAction(player);
_adminLog.Add(
registration.Registration.AdminLogType,
LogImpact.Medium,
$"Player {player} breached '{key}' rate limit ");
datum.Announced = true;
}
return RateLimitStatus.Blocked;
}
/// <summary>
/// Register a new rate limit category.
/// </summary>
/// <param name="key">
/// The key string that will be referred to later with <see cref="CountAction"/>.
/// Must be unique and should probably just be a constant somewhere.
/// </param>
/// <param name="registration">The data specifying the rate limit's parameters.</param>
/// <exception cref="InvalidOperationException"><paramref name="key"/> has already been registered.</exception>
/// <exception cref="ArgumentException"><paramref name="registration"/> is invalid.</exception>
public void Register(string key, RateLimitRegistration registration)
{
if (_registrations.ContainsKey(key))
throw new InvalidOperationException($"Key already registered: {key}");
var data = new RegistrationData
{
Registration = registration,
};
if ((registration.AdminAnnounceAction == null) != (registration.CVarAdminAnnounceDelay == null))
{
throw new ArgumentException(
$"Must set either both {nameof(registration.AdminAnnounceAction)} and {nameof(registration.CVarAdminAnnounceDelay)} or neither");
}
_cfg.OnValueChanged(
registration.CVarLimitCount,
i => data.LimitCount = i,
invokeImmediately: true);
_cfg.OnValueChanged(
registration.CVarLimitPeriodLength,
i => data.LimitPeriod = TimeSpan.FromSeconds(i),
invokeImmediately: true);
if (registration.CVarAdminAnnounceDelay != null)
{
_cfg.OnValueChanged(
registration.CVarLimitCount,
i => data.AdminAnnounceDelay = TimeSpan.FromSeconds(i),
invokeImmediately: true);
}
_registrations.Add(key, data);
}
/// <summary>
/// Initialize the manager's functionality at game startup.
/// </summary>
public void Initialize()
{
_playerManager.PlayerStatusChanged += PlayerManagerOnPlayerStatusChanged;
}
private void PlayerManagerOnPlayerStatusChanged(object? sender, SessionStatusEventArgs e)
{
if (e.NewStatus == SessionStatus.Disconnected)
_rateLimitData.Remove(e.Session);
}
private sealed class RegistrationData
{
public required RateLimitRegistration Registration { get; init; }
public TimeSpan LimitPeriod { get; set; }
public int LimitCount { get; set; }
public TimeSpan? AdminAnnounceDelay { get; set; }
}
private struct RateLimitDatum
{
/// <summary>
/// Time stamp (relative to <see cref="IGameTiming.RealTime"/>) this rate limit period will expire at.
/// </summary>
public TimeSpan CountExpires;
/// <summary>
/// How many actions have been done in the current rate limit period.
/// </summary>
public int Count;
/// <summary>
/// Have we announced to the player that they've been blocked in this rate limit period?
/// </summary>
public bool Announced;
/// <summary>
/// Time stamp (relative to <see cref="IGameTiming.RealTime"/>) of the
/// next time we can send an announcement to admins about rate limit breach.
/// </summary>
public TimeSpan NextAdminAnnounce;
}
}
/// <summary>
/// Contains all data necessary to register a rate limit with <see cref="PlayerRateLimitManager.Register"/>.
/// </summary>
public sealed class RateLimitRegistration
{
/// <summary>
/// CVar that controls the period over which the rate limit is counted, measured in seconds.
/// </summary>
public required CVarDef<int> CVarLimitPeriodLength { get; init; }
/// <summary>
/// CVar that controls how many actions are allowed in a single rate limit period.
/// </summary>
public required CVarDef<int> CVarLimitCount { get; init; }
/// <summary>
/// An action that gets invoked when this rate limit has been breached by a player.
/// </summary>
/// <remarks>
/// This can be used for informing players or taking administrative action.
/// </remarks>
public required Action<ICommonSession> PlayerLimitedAction { get; init; }
/// <summary>
/// CVar that controls the minimum delay between admin notifications, measured in seconds.
/// This can be omitted to have no admin notification system.
/// </summary>
/// <remarks>
/// If set, <see cref="AdminAnnounceAction"/> must be set too.
/// </remarks>
public CVarDef<int>? CVarAdminAnnounceDelay { get; init; }
/// <summary>
/// An action that gets invoked when a rate limit was breached and admins should be notified.
/// </summary>
/// <remarks>
/// If set, <see cref="CVarAdminAnnounceDelay"/> must be set too.
/// </remarks>
public Action<ICommonSession>? AdminAnnounceAction { get; init; }
/// <summary>
/// Log type used to log rate limit violations to the admin logs system.
/// </summary>
public LogType AdminLogType { get; init; } = LogType.RateLimited;
}
/// <summary>
/// Result of a rate-limited operation.
/// </summary>
/// <seealso cref="PlayerRateLimitManager.CountAction"/>
public enum RateLimitStatus : byte
{
/// <summary>
/// The action was not blocked by the rate limit.
/// </summary>
Allowed,
/// <summary>
/// The action was blocked by the rate limit.
/// </summary>
Blocked,
}