151 lines
5.3 KiB
C#
151 lines
5.3 KiB
C#
using System.Runtime.InteropServices;
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using Content.Server.Administration.Logs;
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using Content.Shared.Database;
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using Content.Shared.Players.RateLimiting;
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using Robust.Server.Player;
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using Robust.Shared.Configuration;
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using Robust.Shared.Enums;
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using Robust.Shared.Player;
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using Robust.Shared.Timing;
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using Robust.Shared.Utility;
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namespace Content.Server.Players.RateLimiting;
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public sealed class PlayerRateLimitManager : SharedPlayerRateLimitManager
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{
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[Dependency] private readonly IAdminLogManager _adminLog = default!;
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[Dependency] private readonly IGameTiming _gameTiming = default!;
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[Dependency] private readonly IConfigurationManager _cfg = default!;
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[Dependency] private readonly IPlayerManager _playerManager = default!;
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private readonly Dictionary<string, RegistrationData> _registrations = new();
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private readonly Dictionary<ICommonSession, Dictionary<string, RateLimitDatum>> _rateLimitData = new();
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public override RateLimitStatus CountAction(ICommonSession player, string key)
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{
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if (player.Status == SessionStatus.Disconnected)
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throw new ArgumentException("Player is not connected");
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if (!_registrations.TryGetValue(key, out var registration))
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throw new ArgumentException($"Unregistered key: {key}");
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var playerData = _rateLimitData.GetOrNew(player);
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ref var datum = ref CollectionsMarshal.GetValueRefOrAddDefault(playerData, key, out _);
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var time = _gameTiming.RealTime;
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if (datum.CountExpires < time)
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{
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// Period expired, reset it.
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datum.CountExpires = time + registration.LimitPeriod;
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datum.Count = 0;
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datum.Announced = false;
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}
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datum.Count += 1;
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if (datum.Count <= registration.LimitCount)
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return RateLimitStatus.Allowed;
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// Breached rate limits, inform admins if configured.
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// Negative delays can be used to disable admin announcements.
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if (registration.AdminAnnounceDelay is {TotalSeconds: >= 0} cvarAnnounceDelay)
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{
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if (datum.NextAdminAnnounce < time)
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{
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registration.Registration.AdminAnnounceAction!(player);
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datum.NextAdminAnnounce = time + cvarAnnounceDelay;
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}
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}
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if (!datum.Announced)
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{
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registration.Registration.PlayerLimitedAction?.Invoke(player);
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_adminLog.Add(
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registration.Registration.AdminLogType,
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LogImpact.Medium,
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$"Player {player} breached '{key}' rate limit ");
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datum.Announced = true;
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}
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return RateLimitStatus.Blocked;
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}
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public override void Register(string key, RateLimitRegistration registration)
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{
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if (_registrations.ContainsKey(key))
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throw new InvalidOperationException($"Key already registered: {key}");
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var data = new RegistrationData
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{
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Registration = registration,
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};
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if ((registration.AdminAnnounceAction == null) != (registration.CVarAdminAnnounceDelay == null))
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{
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throw new ArgumentException(
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$"Must set either both {nameof(registration.AdminAnnounceAction)} and {nameof(registration.CVarAdminAnnounceDelay)} or neither");
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}
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_cfg.OnValueChanged(
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registration.CVarLimitCount,
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i => data.LimitCount = i,
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invokeImmediately: true);
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_cfg.OnValueChanged(
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registration.CVarLimitPeriodLength,
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i => data.LimitPeriod = TimeSpan.FromSeconds(i),
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invokeImmediately: true);
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if (registration.CVarAdminAnnounceDelay != null)
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{
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_cfg.OnValueChanged(
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registration.CVarAdminAnnounceDelay,
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i => data.AdminAnnounceDelay = TimeSpan.FromSeconds(i),
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invokeImmediately: true);
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}
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_registrations.Add(key, data);
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}
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public override void Initialize()
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{
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_playerManager.PlayerStatusChanged += PlayerManagerOnPlayerStatusChanged;
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}
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private void PlayerManagerOnPlayerStatusChanged(object? sender, SessionStatusEventArgs e)
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{
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if (e.NewStatus == SessionStatus.Disconnected)
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_rateLimitData.Remove(e.Session);
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}
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private sealed class RegistrationData
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{
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public required RateLimitRegistration Registration { get; init; }
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public TimeSpan LimitPeriod { get; set; }
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public int LimitCount { get; set; }
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public TimeSpan? AdminAnnounceDelay { get; set; }
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}
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private struct RateLimitDatum
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{
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/// <summary>
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/// Time stamp (relative to <see cref="IGameTiming.RealTime"/>) this rate limit period will expire at.
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/// </summary>
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public TimeSpan CountExpires;
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/// <summary>
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/// How many actions have been done in the current rate limit period.
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/// </summary>
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public int Count;
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/// <summary>
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/// Have we announced to the player that they've been blocked in this rate limit period?
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/// </summary>
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public bool Announced;
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/// <summary>
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/// Time stamp (relative to <see cref="IGameTiming.RealTime"/>) of the
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/// next time we can send an announcement to admins about rate limit breach.
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/// </summary>
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public TimeSpan NextAdminAnnounce;
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}
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}
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