Merge branch 'general-devel' into otapi3
This commit is contained in:
commit
aa0bd7deb2
7 changed files with 263 additions and 77 deletions
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@ -18,13 +18,55 @@ namespace TShockAPI.Handlers
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public class SendTileRectHandler : IPacketHandler<GetDataHandlers.SendTileRectEventArgs>
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{
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/// <summary>
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/// Maps grass-type blocks to flowers that can be grown on them with flower boots
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/// Maps plant tile types to their valid grass ground tiles when using flower boots
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/// </summary>
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public static Dictionary<ushort, List<ushort>> GrassToPlantMap = new Dictionary<ushort, List<ushort>>
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private static readonly Dictionary<ushort, HashSet<ushort>> FlowerBootPlantToGrassMap = new Dictionary<ushort, HashSet<ushort>>
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{
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{ TileID.Grass, new List<ushort> { TileID.Plants, TileID.Plants2 } },
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{ TileID.HallowedGrass, new List<ushort> { TileID.HallowedPlants, TileID.HallowedPlants2 } },
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{ TileID.JungleGrass, new List<ushort> { TileID.JunglePlants, TileID.JunglePlants2 } }
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{ TileID.Plants, new HashSet<ushort>()
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{
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TileID.Grass, TileID.GolfGrass
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} },
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{ TileID.HallowedPlants, new HashSet<ushort>()
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{
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TileID.HallowedGrass, TileID.GolfGrassHallowed
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} },
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{ TileID.HallowedPlants2, new HashSet<ushort>()
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{
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TileID.HallowedGrass, TileID.GolfGrassHallowed
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} },
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{ TileID.JunglePlants2, new HashSet<ushort>()
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{
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TileID.JungleGrass
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} },
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};
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/// <summary>
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/// Maps plant tile types to a list of valid styles, which are used to determine the FrameX value of the plant tile
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/// See `Player.DoBootsEffect_PlaceFlowersOnTile`
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/// </summary>
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private static readonly Dictionary<ushort, HashSet<ushort>> FlowerBootPlantToStyleMap = new Dictionary<ushort, HashSet<ushort>>()
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{
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{ TileID.Plants, new HashSet<ushort>()
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{
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// The upper line is from a `NextFromList` call
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// The lower line is from an additional switch which will add the listed options by adding a random value to a select set of styles
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6, 7, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 24, 27, 30, 33, 36, 39, 42,
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22, 23, 25, 26, 28, 29, 31, 32, 34, 35, 37, 38, 40, 41, 43, 44,
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} },
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{ TileID.HallowedPlants, new HashSet<ushort>()
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{
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// 5 is intentionally missing here because it is being skipped by vanilla
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4, 6,
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} },
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{ TileID.HallowedPlants2, new HashSet<ushort>()
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{
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// 5 is intentionally missing here because it is being skipped by vanilla
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2, 3, 4, 6, 7,
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} },
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{ TileID.JunglePlants2, new HashSet<ushort>()
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{
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9, 10, 11, 12, 13, 14, 15, 16,
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} },
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};
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/// <summary>
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@ -38,7 +80,7 @@ namespace TShockAPI.Handlers
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/// <summary>
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/// Maps TileIDs to Tile Entity IDs.
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/// Note: <see cref="Terraria.ID.TileEntityID"/> is empty at the time of writing, but entities are dynamically assigned their ID at initialize time
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/// Note: <see cref="TileEntityID"/> is empty at the time of writing, but entities are dynamically assigned their ID at initialize time
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/// which is why we can use the _myEntityId field on each entity type
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/// </summary>
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public static Dictionary<int, int> TileEntityIdToTileIdMap = new Dictionary<int, int>
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@ -137,24 +179,75 @@ namespace TShockAPI.Handlers
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// and process them as a tile object
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if (newTile.Type < TileObjectData._data.Count && TileObjectData._data[newTile.Type] != null)
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{
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// Verify that the changes are actually valid conceptually
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// Many tiles that are never placed or modified using this packet are valid TileObjectData entries, which is the main attack vector for most exploits using this packet
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if (Main.tile[realX, realY].type == newTile.Type)
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{
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switch (newTile.Type)
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{
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// Some individual cases might still allow crashing exploits, as the actual framing is not being checked here
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// Doing so requires hard-coding the individual valid framing values and is a lot of effort
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case TileID.ProjectilePressurePad:
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case TileID.WirePipe:
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case TileID.Traps:
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case TileID.Candles:
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case TileID.PeaceCandle:
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case TileID.WaterCandle:
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case TileID.PlatinumCandle:
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case TileID.Firework:
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case TileID.WaterFountain:
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case TileID.BloodMoonMonolith:
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case TileID.VoidMonolith:
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case TileID.LunarMonolith:
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case TileID.MusicBoxes:
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case TileID.ArrowSign:
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case TileID.PaintedArrowSign:
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case TileID.Cannon:
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case TileID.Campfire:
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case TileID.Plants:
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case TileID.MinecartTrack:
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case TileID.ChristmasTree:
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{
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// Allowed changes
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}
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break;
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default:
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{
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continue;
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}
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}
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}
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else
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{
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// Together with Flower Boots and Land Mine destruction, these are the only cases where a tile type is allowed to be modified
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switch (newTile.Type)
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{
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case TileID.LogicSensor:
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case TileID.FoodPlatter:
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case TileID.WeaponsRack2:
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case TileID.ItemFrame:
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case TileID.HatRack:
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case TileID.DisplayDoll:
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case TileID.TeleportationPylon:
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case TileID.TargetDummy:
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{
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// Allowed placements
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}
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break;
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default:
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{
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continue;
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}
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}
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}
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data = TileObjectData._data[newTile.Type];
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NetTile[,] newTiles;
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int objWidth = data.Width;
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int objHeight = data.Height;
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int offsetY = 0;
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if (newTile.Type == TileID.TrapdoorClosed)
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{
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// Trapdoors can modify a 2x3 space. When it closes it will have leftover tiles either on top or bottom.
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// If we don't update these tiles, the trapdoor gets confused and disappears.
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// So we capture all 6 possible tiles and offset ourselves 1 tile above the closed trapdoor to capture the entire 2x3 area
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objWidth = 2;
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objHeight = 3;
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offsetY = -1;
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}
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// Ensure the tile object fits inside the rect before processing it
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if (!DoesTileObjectFitInTileRect(x, y, objWidth, objHeight, width, length, offsetY, processed))
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if (!DoesTileObjectFitInTileRect(x, y, objWidth, objHeight, width, length, processed))
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{
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continue;
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}
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@ -165,11 +258,11 @@ namespace TShockAPI.Handlers
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{
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for (int j = 0; j < objHeight; j++)
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{
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newTiles[i, j] = tiles[x + i, y + j + offsetY];
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processed[x + i, y + j + offsetY] = true;
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newTiles[i, j] = tiles[x + i, y + j];
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processed[x + i, y + j] = true;
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}
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}
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ProcessTileObject(newTile.Type, realX, realY + offsetY, objWidth, objHeight, newTiles, args);
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ProcessTileObject(newTile.Type, realX, realY, objWidth, objHeight, newTiles, args);
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continue;
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}
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@ -229,25 +322,41 @@ namespace TShockAPI.Handlers
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{
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// Some boots allow growing flowers on grass. This process sends a 1x1 tile rect to grow the flowers
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// The rect size must be 1 and the player must have an accessory that allows growing flowers in order for this rect to be valid
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if (rectWidth == 1 && rectLength == 1 && args.Player.Accessories.Any(a => a != null && FlowerBootItems.Contains(a.type)))
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if (rectWidth == 1 && rectLength == 1 && WorldGen.InWorld(realX, realY + 1) && args.Player.Accessories.Any(a => a != null && FlowerBootItems.Contains(a.type)))
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{
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ProcessFlowerBoots(realX, realY, newTile, args);
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ProcessFlowerBoots(realX, realY, newTile);
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return;
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}
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ITile tile = Main.tile[realX, realY];
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if (tile.type == TileID.LandMine && !newTile.Active)
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// Triggering a single land mine tile
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if (rectWidth == 1 && rectLength == 1 && tile.type == TileID.LandMine && !newTile.Active)
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{
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UpdateServerTileState(tile, newTile, TileDataType.Tile);
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}
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if (tile.type == TileID.WirePipe)
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// Hammering a single junction box
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if (rectWidth == 1 && rectLength == 1 && tile.type == TileID.WirePipe)
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{
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UpdateServerTileState(tile, newTile, TileDataType.Tile);
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}
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ProcessConversionSpreads(Main.tile[realX, realY], newTile);
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// Mowing a single grass tile: Grass -> GolfGrass OR HallowedGrass -> GolfGrassHallowed
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if (rectWidth == 1 && rectLength == 1 &&
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(
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tile.type == TileID.Grass && newTile.Type == TileID.GolfGrass ||
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tile.type == TileID.HallowedGrass && newTile.Type == TileID.GolfGrassHallowed
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))
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{
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UpdateServerTileState(tile, newTile, TileDataType.Tile);
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}
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// Conversion: only sends a 1x1 rect
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if (rectWidth == 1 && rectLength == 1)
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{
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ProcessConversionSpreads(tile, newTile);
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}
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// All other single tile updates should not be processed.
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}
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@ -258,24 +367,22 @@ namespace TShockAPI.Handlers
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/// <param name="realX">The tile x position of the tile rect packet - this is where the flowers are intending to grow</param>
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/// <param name="realY">The tile y position of the tile rect packet - this is where the flowers are intending to grow</param>
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/// <param name="newTile">The NetTile containing information about the flowers that are being grown</param>
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/// <param name="args">SendTileRectEventArgs containing event information</param>
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internal void ProcessFlowerBoots(int realX, int realY, NetTile newTile, GetDataHandlers.SendTileRectEventArgs args)
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internal void ProcessFlowerBoots(int realX, int realY, NetTile newTile)
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{
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// We need to get the tile below the tile rect to determine what grass types are allowed
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if (!WorldGen.InWorld(realX, realY + 1))
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ITile tile = Main.tile[realX, realY];
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// Ensure that:
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// - the placed plant is valid for the grass below
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// - the target tile is empty
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// - and the placed plant has valid framing (style * 18 = FrameX)
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if (
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FlowerBootPlantToGrassMap.TryGetValue(newTile.Type, out HashSet<ushort> grassTiles) &&
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!tile.active() &&
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grassTiles.Contains(Main.tile[realX, realY + 1].type) &&
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FlowerBootPlantToStyleMap[newTile.Type].Contains((ushort)(newTile.FrameX / 18))
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)
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{
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// If the tile below the tile rect isn't valid, we return here and don't update the server tile state
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return;
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UpdateServerTileState(tile, newTile, TileDataType.Tile);
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}
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ITile tile = Main.tile[realX, realY + 1];
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if (!GrassToPlantMap.TryGetValue(tile.type, out List<ushort> plantTiles) && !plantTiles.Contains(newTile.Type))
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{
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// If the tile below the tile rect isn't a valid plant tile (eg grass) then we don't update the server tile state
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return;
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}
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UpdateServerTileState(Main.tile[realX, realY], newTile, TileDataType.Tile);
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}
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/// <summary>
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@ -444,15 +551,9 @@ namespace TShockAPI.Handlers
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return true;
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}
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var rectSize = args.Width * args.Length;
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if (rectSize > TShock.Config.Settings.TileRectangleSizeThreshold)
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if (args.Width > 4 || args.Length > 4) // as of 1.4.3.6 this is the biggest size the client will send in any case
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{
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TShock.Log.ConsoleDebug("Bouncer / SendTileRect rejected from non-vanilla tilemod from {0}", args.Player.Name);
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if (TShock.Config.Settings.KickOnTileRectangleSizeThresholdBroken)
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{
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args.Player.Kick("Unexpected tile threshold reached");
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}
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return true;
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}
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@ -482,24 +583,16 @@ namespace TShockAPI.Handlers
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/// <param name="height"></param>
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/// <param name="rectWidth"></param>
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/// <param name="rectLength"></param>
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/// <param name="offsetY"></param>
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/// <param name="processed"></param>
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/// <returns></returns>
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static bool DoesTileObjectFitInTileRect(int x, int y, int width, int height, short rectWidth, short rectLength, int offsetY, bool[,] processed)
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static bool DoesTileObjectFitInTileRect(int x, int y, int width, int height, short rectWidth, short rectLength, bool[,] processed)
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{
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// If the starting y position of this tile object is at (x, 0) and the y offset is negative, we'll be accessing tiles outside the rect
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if (y + offsetY < 0)
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{
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TShock.Log.ConsoleDebug("Bouncer / SendTileRectHandler - rejected tile object because object dimensions fall outside the tile rect (negative y value)");
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return false;
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}
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if (x + width > rectWidth || y + height + offsetY > rectLength)
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if (x + width > rectWidth || y + height > rectLength)
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{
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// This is ugly, but we want to mark all these tiles as processed so that we're not hitting this check multiple times for one dodgy tile object
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for (int i = x; i < rectWidth; i++)
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{
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for (int j = Math.Max(0, y + offsetY); j < rectLength; j++) // This is also ugly. Using Math.Max to make sure y + offsetY >= 0
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for (int j = y; j < rectLength; j++)
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{
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processed[i, j] = true;
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}
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