Some refactoring for variable naming & code flow

This commit is contained in:
Chris 2021-08-16 22:14:02 +09:30
parent ab30f5da70
commit 288698ce42

View file

@ -256,7 +256,10 @@ namespace TShockAPI
int tileY = args.Y;
short editData = args.EditData;
EditType type = args.editDetail;
byte style = args.Style;
// 'placeStyle' is a term used in Terraria land to determine which frame of a sprite is displayed when the sprite is placed. The placeStyle
// determines the frameX and frameY offsets
byte requestedPlaceStyle = args.Style;
try
{
@ -308,17 +311,27 @@ namespace TShockAPI
return;
}
var createTile = selectedItem.createTile;
var placeStyle = selectedItem.placeStyle;
if (placeStyle != style)
// This is the actual tile ID we expect the selected item to create. If the tile ID from the packet and the tile ID from the item do not match
// we need to inspect further to determine if Terraria is sending funny information (which it does sometimes) or if someone is being malicious
var actualTileToBeCreated = selectedItem.createTile;
// This is the actual place style we expect the selected item to create. Same as above - if it differs from what the client tells us,
// we need to do some inspection to check if its valid
var actualItemPlaceStyle = selectedItem.placeStyle;
// The client has requested to place a style that does not match their held item's actual place style
if (requestedPlaceStyle != actualItemPlaceStyle)
{
var tplayer = args.Player.TPlayer;
if (createTile == TileID.Torches && placeStyle == TorchID.Torch && tplayer.unlockedBiomeTorches)
{
// Biome Torches only work on the default torch(placeStyle/TorchID: 0)
// This torch is the default one
// The player has also used Torch God's Favor, they can use biome torches
// If the client is attempting to place a default torch, we need to check that the torch they are attempting to place is valid.
// The place styles may mismatch if the player is placing a biome torch.
// Biome torches can only be placed if the player has unlocked them (Torch God's Favor)
// Therefore, the following conditions need to be true:
// - The client's selected item will create a default torch
// - The client's selected item's place style will be that of a default torch
// - The client has unlocked biome torches
if (actualTileToBeCreated == TileID.Torches && actualItemPlaceStyle == TorchID.Torch && tplayer.unlockedBiomeTorches)
{
// The server isn't notified when the player turns on biome torches.
// So on the client it can be on, while on the server it's off.
// BiomeTorchPlaceStyle returns placeStyle as-is if biome torches is off.
@ -328,34 +341,29 @@ namespace TShockAPI
// 2. Check if the torch is either 0 or the biome torch since we aren't
// sure if the player has biome torches on
var usingBiomeTorches = tplayer.UsingBiomeTorches;
if (!usingBiomeTorches)
{
tplayer.UsingBiomeTorches = true;
}
// BiomeTorchPlaceStyle returns the place style of the player's
// current biome's biome torch
var biomeTorchStyle = tplayer.BiomeTorchPlaceStyle(placeStyle);
if (!usingBiomeTorches)
{
// BiomeTorchPlaceStyle returns the place style of the player's current biome's biome torch
var biomeTorchPlaceStyle = tplayer.BiomeTorchPlaceStyle(actualItemPlaceStyle);
// Reset UsingBiomeTorches value
tplayer.UsingBiomeTorches = usingBiomeTorches;
}
if (style != TorchID.Torch || style != biomeTorchStyle)
// If the biome torch place style still doesn't match the expected place style then the client has sent an invalid place tile request
if (biomeTorchPlaceStyle != requestedPlaceStyle)
{
TShock.Log.ConsoleError("Bouncer / OnTileEdit rejected from (placestyle) {0} {1} {2} placeStyle: {3} expectedStyle: 0 or {4}",
args.Player.Name, action, editData, style, biomeTorchStyle);
args.Player.Name, action, editData, requestedPlaceStyle, biomeTorchPlaceStyle);
args.Player.SendTileSquare(tileX, tileY, 1);
args.Handled = true;
return;
}
}
// Only other extraneous tile is Right Booster Track with a placeStyle of 3
// The player can place it only if they're facing right
// or direction 1 for positive X <- -X(Left) Origin (Right)X+ ->
// If none of the conditions mentioned above check out, fail check
else if (createTile != ItemID.BoosterTrack || args.Player.TPlayer.direction != 1 || style != 3)
// Currently the only other extraneous tile is Right Booster Track with a placeStyle of 3
// The player can place it only if they're facing right (direction == 1).
// If this isn't the case, reject the packet
else if (actualTileToBeCreated != ItemID.BoosterTrack && requestedPlaceStyle != 3 && args.Player.TPlayer.direction != 1)
{
TShock.Log.ConsoleError("Bouncer / OnTileEdit rejected from (placestyle) {0} {1} {2} placeStyle: {3} expectedStyle: {4}",
args.Player.Name, action, editData, style, placeStyle);
args.Player.Name, action, editData, requestedPlaceStyle, actualItemPlaceStyle);
args.Player.SendTileSquare(tileX, tileY, 1);
args.Handled = true;
return;
@ -428,7 +436,7 @@ namespace TShockAPI
else if (action == EditAction.PlaceTile || action == EditAction.ReplaceTile || action == EditAction.PlaceWall || action == EditAction.ReplaceWall)
{
if ((action == EditAction.PlaceTile && TShock.Config.Settings.PreventInvalidPlaceStyle) &&
style > GetMaxPlaceStyle(editData))
requestedPlaceStyle > GetMaxPlaceStyle(editData))
{
TShock.Log.ConsoleDebug("Bouncer / OnTileEdit rejected from (ms1) {0} {1} {2}", args.Player.Name, action, editData);
args.Player.SendTileSquare(tileX, tileY, 4);