Add DisplayDollItemSyncHandler

In a previous PR I have added the tile entity request packet handler which checks for building permissions to prevent the unauthorized player to open a DisplayDoll and see its content.

This Handler is being added to prevent *Hackers* from modifying a DisplayDoll through direct/crafted packet sending, or by sending raw byte data to the server.
In a valid enviroment, the player couldn't even get to see the content of the doll in the first place, to then try to modify it's items.

Because of this,  I do not bother with making sure the player gets their item back.
This commit is contained in:
Patrikkk 2020-06-19 14:21:45 +02:00
parent 408eaf4383
commit 64e61b8ed9
2 changed files with 28 additions and 0 deletions

View file

@ -0,0 +1,27 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using static TShockAPI.GetDataHandlers;
namespace TShockAPI.Handlers
{
/// <summary>
/// Handles the TileEntityDisplayDollItemSync packets and checks for permissions.
/// </summary>
public class DisplayDollItemSyncHandler : IPacketHandler<DisplayDollItemSyncEventArgs>
{
public void OnReceive(object sender, DisplayDollItemSyncEventArgs args)
{
/// If the player has no building permissions means that they couldn't even see the content of the doll in the first place.
/// Thus, they would not be able to modify its content. This means that a hacker attempted to send this packet directly, or through raw bytes to tamper with the DisplayDoll. This is why I do not bother with making sure the player gets their item back.
if (!args.Player.HasBuildPermission(args.DisplayDollEntity.Position.X, args.DisplayDollEntity.Position.Y, false))
{
args.Player.SendErrorMessage("You do not have permission to modify a Mannequin in a protected area!");
args.Handled = true;
return;
}
}
}
}