Prevent further things from clients who dont handshake

- The player will only finish the handshake once they spawn their player, a normal client would always do this eventually.

- They cannot chat, even if they request world data but just not spawn their player.

- Other clients will not be notified of their join/leave in both cases (dont request WD or do but dont spawn)

- And most importantly, they do not show on the in game player list but still show on the server console /playing cmd.
This commit is contained in:
ohayo 2025-01-31 09:17:26 +10:00
parent d35934b3a2
commit 53789b40e4
5 changed files with 22 additions and 6 deletions

View file

@ -5363,7 +5363,7 @@ namespace TShockAPI
foreach (TSPlayer ply in TShock.Players)
{
if (ply != null && ply.Active)
if (ply != null && ply.Active && ply.FinishedHandshake)
{
if (displayIdsRequested)
if (ply.Account != null)

View file

@ -2726,6 +2726,8 @@ namespace TShockAPI
short numberOfDeathsPVP = args.Data.ReadInt16();
PlayerSpawnContext context = (PlayerSpawnContext)args.Data.ReadByte();
args.Player.FinishedHandshake = true;
if (OnPlayerSpawn(args.Player, args.Data, player, spawnx, spawny, respawnTimer, numberOfDeathsPVE, numberOfDeathsPVP, context))
return true;
@ -2762,6 +2764,7 @@ namespace TShockAPI
args.Player.Dead = true;
else
args.Player.Dead = false;
return false;
}

View file

@ -351,6 +351,9 @@ namespace TShockAPI
/// <summary>Determines if the player is disabled for not clearing their trash. A re-login is the only way to reset this.</summary>
public bool IsDisabledPendingTrashRemoval;
/// <summary>Determines if the player has finished the handshake (Sent all necessary packets for connection, such as Request World Data, Spawn Player, etc). A normal client would do all of this no problem.</summary>
public bool FinishedHandshake = false;
/// <summary>Checks to see if active throttling is happening on events by Bouncer. Rejects repeated events by malicious clients in a short window.</summary>
/// <returns>If the player is currently being throttled by Bouncer, or not.</returns>
public bool IsBouncerThrottled()

View file

@ -1399,7 +1399,8 @@ namespace TShockAPI
return;
}
Bans.CheckBan(player);
if (Bans.CheckBan(player))
return;
}
/// <summary>OnLeave - Called when a player leaves the server.</summary>
@ -1439,7 +1440,7 @@ namespace TShockAPI
if (tsplr.ReceivedInfo)
{
if (!tsplr.SilentKickInProgress && tsplr.State >= 3)
if (!tsplr.SilentKickInProgress && tsplr.State >= 3 && tsplr.FinishedHandshake) //The player has left, do not broadcast any clients exploiting the behaviour of not spawning their player.
Utils.Broadcast(GetString("{0} has left.", tsplr.Name), Color.Yellow);
Log.Info(GetString("{0} disconnected.", tsplr.Name));
@ -1460,6 +1461,9 @@ namespace TShockAPI
}
}
tsplr.FinishedHandshake = false;
// Fire the OnPlayerLogout hook too, if the player was logged in and they have a TSPlayer object.
if (tsplr.IsLoggedIn)
{
@ -1489,6 +1493,12 @@ namespace TShockAPI
return;
}
if (!tsplr.FinishedHandshake)
{
args.Handled = true;
return;
}
if (args.Text.Length > 500)
{
tsplr.Kick(GetString("Crash attempt via long chat packet."), true);
@ -1705,14 +1715,14 @@ namespace TShockAPI
Log.Info(GetString("{0} ({1}) from '{2}' group from '{3}' joined. ({4}/{5})", player.Name, player.IP,
player.Group.Name, player.Country, TShock.Utils.GetActivePlayerCount(),
TShock.Config.Settings.MaxSlots));
if (!player.SilentJoinInProgress)
if (!player.SilentJoinInProgress && player.FinishedHandshake)
Utils.Broadcast(GetString("{0} ({1}) has joined.", player.Name, player.Country), Color.Yellow);
}
else
{
Log.Info(GetString("{0} ({1}) from '{2}' group joined. ({3}/{4})", player.Name, player.IP,
player.Group.Name, TShock.Utils.GetActivePlayerCount(), TShock.Config.Settings.MaxSlots));
if (!player.SilentJoinInProgress)
if (!player.SilentJoinInProgress && player.FinishedHandshake)
Utils.Broadcast(GetString("{0} has joined.", player.Name), Color.Yellow);
}

View file

@ -183,7 +183,7 @@ namespace TShockAPI
/// <returns>The number of active players on the server.</returns>
public int GetActivePlayerCount()
{
return TShock.Players.Count(p => null != p && p.Active);
return TShock.Players.Count(p => null != p && p.Active && p.FinishedHandshake);
}
//Random should not be generated in a method