Commit graph

3744 commits

Author SHA1 Message Date
Lucas Nicodemus
d2179e95ff Merge branch 'patch-28' into general-devel 2021-05-28 20:18:56 -07:00
Lucas Nicodemus
707683a0f2 Fix whitespace changes that are confusing 2021-05-28 19:52:42 -07:00
Lucas Nicodemus
58d7e26960 Merge branch 'h/warn-logins' into general-devel 2021-05-28 19:49:37 -07:00
Lucas Nicodemus
c65c1ff448 Merge branch 'h/amf' into general-devel 2021-05-28 19:49:29 -07:00
Lucas Nicodemus
5e09f5133d Merge branch 'general-devel' into h/ips 2021-05-28 19:36:25 -07:00
Lucas Nicodemus
177648c8c3 Change Bouncer internal handlers to private set 2021-05-28 00:02:59 -07:00
Lucas Nicodemus
046d52ad2e Move emoji player index check into IllegalPerSe
This is the first commit in a pattern that I'd like to follow. The
concept is that we specifically create handlers for things that are
"illegal per se." That is, there are no possible situations (in the
current protocol) where a packet of this type is received from a client.
In this case, I moved the emoji handler out of the Handler just for
emoji, since it seemed like an obvious case.

The rule of thumb is simple: if something is illegal per se, there
should be no possible way in the vanilla client to achieve this result.
If a player sends this combination of packets they *must* be hacking.
Not that there is a 99.9% chance they're hacking, but that there is a
100% unambiguous chance that they're hacking.

Something is illegal per se if it can only be created by a hacked
client. If there's a crashing bug that a normal player can do with a
complex series of vanilla events, that is not illegal per se.

The goal of this namespace and class of handlers is to handle exactly
one type of protocol violation, and remove the packet accordingly. If it
is ever reported that the packet can be sent from a vanilla client, the
check must be removed as it is no longer a per se violation of the
protocol.
2021-05-27 23:59:43 -07:00
stacey
d78de5719e
Fix formatting 2021-05-27 18:51:27 -04:00
stacey
a5eeb0788a
Even better solution 2021-05-27 18:39:50 -04:00
stacey
6592a880bc
Improve on prev code
Thanks to everyone who helped on discord
2021-05-27 18:08:53 -04:00
stacey
98a93693da
Fix Torch God biome torch swap issue
Can confirm this fixes the issue but not sure if it opens any new exploits
2021-05-27 13:00:33 -04:00
stacey
09f75e0db9
Update OnNPCAddBuff to account for Frost armor set
This fixes false positive cheat detection when throwing rotten eggs at town NPCs while wearing Frost armor set. Also made the debug and kick messages more clear for future reference.
2021-05-26 19:31:46 -04:00
Lucas Nicodemus
dd972a7f31 Warn users about odd password conditions
TShock was originally designed to handle many things that Terraria did
not. Therefore, TShock always "took over" for the server password
prompt. We then added the ability to login via the password prompt if
you had an account, so that you could play on a server and login without
having to run /login in the chat window. Then, UUIDs were introduced,
and we added the ability to login via UUID.

This has created a cascading scenario where users are potentially
affected by many different things. We have always treated a user's
runtime intent as the most important: if a user sets something on the
console, it should be taken as the "most true" setting. In other words,
we believe that the most recent choice the user made is the valid one.
But for some of the config settings we have, we've made it opaque as to
how this decision making works. We also aren't clear what certain things
do by default.

Currently, if UUID login is enabled, a user will login "magically" and
bypass any password prompt. Even if this is disabled, though, users are,
by default, allowed to enter their passwords at the password prompt
instead of the server password. Both of these take priority over the
runtime setting.

The problem is that we haven't really made it clear if we should
override the runtime setting here. This is because the Terraria
interactive prompt asks for a server password, and one of the two
"bypass" settings is not a password setting at all. What do we respect?

I decided that the best approach is to just communicate really loudly
about these settings. If a runtime password is set, we'll warn users if
either of the bypass settings are "in play." If it's not set, we'll warn
users if the server password was set in config.json, just so they know
which password is being used.

If UUID logins are enabled we'll also warn users about that and the
security risks attached, no matter what. I don't know that we should
really have this feature, but we shouldn't get rid of it, imho.

The only thing I don't think we need to warn about is if login before
join is enabled. Login before join just acts as a way to speed up logins
for registered users. In an ideal world, users who shouldn't be able to
login should be banned. But I split the difference since we're warning
about UUID logins.

The only real downside to this change is that the PostInit hook gets
bigger. But dumping this stuff in another file/area/etc., seems dumb
since some of the logic exists here already. I think we can refactor
this later, but it's not my most pressing priority.

This whole change was inspired by the fact that @Onusai tried to lock
down their server but failed because of these settings enabled. We need
to be more transparent about logins, and this is a good first step.
2021-05-25 22:49:01 -07:00
Lucas Nicodemus
e73ce17130 Add fallback for finding players using tsi & tsn
This commit adds a fallback to address problems with FindByNameOrID
potentially returning ambiguous results. Now, in response to a multiple
match error, a player can specify tsi:[number] or tsn:[exact name] to
match a user ID or name exactly. This behaves analogous to the old
behavior of the search method.
2021-05-25 19:25:30 -07:00
Lucas Nicodemus
09fe254f17 Change TSPlayer.FindByNameOrID to keep searching
Currently, the TSPlayer FindbyNameOrID method aborts if it finds an
"exact match" based on this criteria:

1. If the player ID is on the server, it must be the thing we're looking
   for. Therefore, return that.

2. If the case sensitive "exact match" is on the server that isn't an
   ID, that must be what we're looking for. Therefore, return that.

3. Just yolo and downcase everything and return any number of matching
   players next.

This commit changes the behavior because some players have been joining
servers with ambiguous names, like `1`. In the current system, this
player is difficult to query because they're an "ID" and therefore an
exact match will be returned even if a player name exists that matches
the criteria.

This also alleviates the issue of a case exact match falling down the
same trap. It's ambiguous enough in all of these situations that an
admin should just be using a player ID instead.`
2021-05-25 18:39:56 -07:00
quake1337
5b9e1dc871 Add WorldInfo broadcast in /worldmode 2021-05-24 10:41:18 +02:00
Quinci135
5ac48019ab
Change happyFunTorchTime from true to false
This is set to true when the player obtains the torch god's favor item
2021-05-23 17:11:06 -07:00
Quinci135
5581bf5e45 Fix torchflags
UsingBiomeTorches: Whether or not the player has the torchgod biometorches ability enabled
HappyFunTorchTime: Whether or not the player has fought the torchgod before (for logic that checks for torchgod spawning)
unlockedBiomeTorches: Whether or not the player has the torchgod biome torches ability unlocked
2021-05-23 04:48:01 -07:00
Lucas Nicodemus
6856c867dd Use correct value to read usingBiomeTorches in GDH
This fixes a ridiculous typo in GetDataHandlers where we were setting
the UsingBiomeTorches flag based on having unlocked biome torches,
rather than actually being used. Thanks to @Arthri for the tip!
2021-05-23 03:21:56 -07:00
Lucas Nicodemus
914cdb1046
Merge pull request from GHSA-q776-cv3j-4q6m
Patch SendTileRectangle mass-griefing exploit
2021-05-22 10:55:31 -07:00
Lucas Nicodemus
9ff3036469 Version tick: 4.5.3 2021-05-22 10:54:47 -07:00
quake1337
b1820c1516 Fix spaces lol 2021-05-21 13:54:40 +02:00
quake1337
817dfe26fc Address feedback from @hakusaro about style & documentation 2021-05-21 13:13:06 +02:00
quake1337
658c714ac5 Remove old UpdateServerTileState call, as the new one supersedes it 2021-05-21 12:13:06 +02:00
quake1337
383052cb5e
Merge branch 'general-devel' into advisory-fix-1 2021-05-21 10:39:01 +02:00
Lucas Nicodemus
68ae73ffef Warn players if bypass SSC permission is enabled
If a player has the tshock.ignore.ssc permission, odds are that they may
want to know that their data isn't being saved or not. This change
allows users to be notified if they have SSC data stored in the DB but
they aren't having it loaded due to the aforementioned permission.

This permission causes great confusion, but we can't really change it
because we would break existing setups. This is an easy change that
gives people a reason why they suddenly "have no items."

This new option can be turned off in the config file for SSC if it's not
desired.

This change also modifies some of the log messages so that it's clear
why the SSC save didn't occur for a given player.
2021-05-21 01:16:04 -07:00
quake1337
c6dad11a1c Initial patch for advisory-1.
- Remove unused fields from NetTile
- Apply data from packets selectively based on approving context.
2021-05-21 09:53:33 +02:00
Lucas Nicodemus
c9b13b493e Merge branch 'general-devel' of github.com:Pryaxis/TShock into general-devel 2021-05-20 03:32:24 -07:00
Lucas Nicodemus
39147355c1 Automatically back up the world by default
Backups run every 10 minutes for up to 4 hours of backups to prevent
against accidental data loss.
2021-05-20 03:31:37 -07:00
Lucas Nicodemus
544ba45f50
Merge pull request #2300 from moisterrific/patch-21
Change max buff limit from short to int
2021-05-20 02:40:09 -07:00
Lucas Nicodemus
94939bc050
Merge branch 'general-devel' into patch-21 2021-05-20 01:57:39 -07:00
Lucas Nicodemus
7d5901c350
Merge branch 'general-devel' into patch-22 2021-05-20 01:52:35 -07:00
Lucas Nicodemus
a3b98b5406
Merge pull request #2306 from Pryaxis/logs
Change logpath to `./tshock/logs` by default
2021-05-20 01:49:10 -07:00
Chris
6fee39ed68
Merge branch 'general-devel' into patch-22 2021-05-19 17:43:17 +09:30
stacey
62d15cf445
Add tele potion and conch perms to default 2021-05-16 20:57:26 -04:00
stacey
a1ddea4f59
Update /gbuff with the same changes
totally forgot this existed
2021-05-14 13:44:37 -04:00
stacey
a2804b6c89
Update how it looks 2021-05-14 13:23:42 -04:00
stacey
a9e8cd7ca5
update default motd to use %specifier 2021-05-14 13:00:56 -04:00
stacey
e0c9f45038
Add %specifier% to SendFileTextAsMessage 2021-05-14 12:58:16 -04:00
Chris
b754f142a1 Change logpath to ./tshock/logs by default 2021-05-14 22:08:32 +09:30
stacey
44d7bf04f8
Merge branch 'general-devel' into patch-21 2021-05-14 07:51:12 -04:00
stacey
d2a0a539f4
fix error msg 2021-05-12 22:08:10 -04:00
stacey
306e4d1ab4
fix typo
sigh
2021-05-12 21:45:06 -04:00
stacey
dacc20e9c3
Update buff command HelpText
More properly explain the command functionality
2021-05-12 21:40:44 -04:00
stacey
68c650f4fa
More minor fixes
Reverted default (when no duration is specified) buff duration to 60s, added formula instead of hard coding max duration as per Quake's recommendation, made error message more self-explanatory
2021-05-12 21:36:26 -04:00
stacey
0eadfaba52
Minor fixes 2021-05-12 15:48:38 -04:00
stacey
0d686ea80f
Change duration to actual max value in seconds 2021-05-12 15:39:11 -04:00
stacey
9418e4304f
Change max buff limit from short to int 2021-05-12 13:47:27 -04:00
stacey
b98c6aa282
fix typo
oops sorry
2021-05-12 12:35:15 -04:00
stacey
e7807f6378
improved the code 2021-05-12 12:18:53 -04:00