SmoOnlineServer/Server/BanLists.cs

360 lines
11 KiB
C#
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Refactoring ban command (#48) * rename command: `ban ...` => `ban player ...` To enable adding other subcommands starting with `ban`. Moving ban list and crash related code into its own class to tidy the Program class up. Change Id values of the crash cmds, to fit into the 16 byte max length imposed by ChangeStagePacket.IdSize. * add command: `ban ip <ipv4-address>` To add an IPv4 address to the ban list. * add command: `ban profile <profile-id>` To add a profile ID to the ban list. * add command: `unban ip <ipv4-address>` To remove a banned IPv4 address from the ban list. * add command: `unban profile <profile-id>` To remove a banned profile ID from the ban list. * add commands: `ban enable` and `ban disable` To set the value of `BanList.Enabled` to `true` or `false` without editing the `settings.json` file. * add command: `ban list` To show the current ban list settings. * fix: actually working ban functionality Changes: - ignore new sockets from banned IP addresses way earlier. - ignore all packets by banned profiles. Intentionally keeping the connection open instead of d/c banned clients. This is to prevent endless server logs due to automatically reconnecting clients. Before: Reconnecting clients aren't entering `ClientJoined` and therefore the d/c is only working on first connections. Effectively banned clients got a d/c and then automatically reconnected again without getting a d/c again. Therefore allowing them to play normally. * use SortedSet instead of List for settings To enforce unique entries and maintain a stable order inside of the `settings.json`. * add commands: `ban stage <stage-name>` and `unban stage <stage-name>` To kick players from the server when they enter a banned stage. <stage-name> can also be a kingdom alias, which bans/unbans all stages in that kingdom. Because we aren't banning the player, d/c them would be no good, because of the client auto reconnect. Instead send them the crash and ignore all packets by them until they d/c on their own. This is an alternative solution for issue #43. * Update Server.cs --------- Co-authored-by: Sanae <32604996+Sanae6@users.noreply.github.com>
2023-09-05 23:14:54 +00:00
using System.Net;
using System.Net.Sockets;
using System.Text;
using Shared;
using Shared.Packet.Packets;
namespace Server;
using MUCH = Func<string[], (HashSet<string> failToFind, HashSet<Client> toActUpon, List<(string arg, IEnumerable<string> amb)> ambig)>;
public static class BanLists {
public static bool Enabled {
get {
return Settings.Instance.BanList.Enabled;
}
private set {
Settings.Instance.BanList.Enabled = value;
}
}
private static ISet<string> IPs {
get {
return Settings.Instance.BanList.IpAddresses;
}
}
private static ISet<Guid> Profiles {
get {
return Settings.Instance.BanList.Players;
}
}
private static ISet<string> Stages {
get {
return Settings.Instance.BanList.Stages;
}
}
private static bool IsIPv4(string str) {
return IPAddress.TryParse(str, out IPAddress? ip)
&& ip != null
&& ip.AddressFamily == AddressFamily.InterNetwork;
;
}
public static bool IsIPv4Banned(Client user) {
IPEndPoint? ipv4 = (IPEndPoint?) user.Socket?.RemoteEndPoint;
if (ipv4 == null) { return false; }
return IsIPv4Banned(ipv4.Address);
}
public static bool IsIPv4Banned(IPAddress ipv4) {
return IsIPv4Banned(ipv4.ToString());
}
public static bool IsIPv4Banned(string ipv4) {
return IPs.Contains(ipv4);
}
public static bool IsProfileBanned(Client user) {
return IsProfileBanned(user.Id);
}
public static bool IsProfileBanned(string str) {
if (!Guid.TryParse(str, out Guid id)) { return false; }
return IsProfileBanned(id);
}
public static bool IsProfileBanned(Guid id) {
return Profiles.Contains(id);
}
public static bool IsStageBanned(string stage) {
return Stages.Contains(stage);
}
public static bool IsClientBanned(Client user) {
return IsProfileBanned(user) || IsIPv4Banned(user);
}
private static void BanIPv4(Client user) {
IPEndPoint? ipv4 = (IPEndPoint?) user.Socket?.RemoteEndPoint;
if (ipv4 != null) {
BanIPv4(ipv4.Address);
}
}
private static void BanIPv4(IPAddress ipv4) {
BanIPv4(ipv4.ToString());
}
private static void BanIPv4(string ipv4) {
IPs.Add(ipv4);
}
private static void BanProfile(Client user) {
BanProfile(user.Id);
}
private static void BanProfile(string str) {
if (!Guid.TryParse(str, out Guid id)) { return; }
BanProfile(id);
}
private static void BanProfile(Guid id) {
Profiles.Add(id);
}
private static void BanStage(string stage) {
Stages.Add(stage);
}
private static void BanClient(Client user) {
BanProfile(user);
BanIPv4(user);
}
private static void UnbanIPv4(Client user) {
IPEndPoint? ipv4 = (IPEndPoint?) user.Socket?.RemoteEndPoint;
if (ipv4 != null) {
UnbanIPv4(ipv4.Address);
}
}
private static void UnbanIPv4(IPAddress ipv4) {
UnbanIPv4(ipv4.ToString());
}
private static void UnbanIPv4(string ipv4) {
IPs.Remove(ipv4);
}
private static void UnbanProfile(Client user) {
UnbanProfile(user.Id);
}
private static void UnbanProfile(string str) {
if (!Guid.TryParse(str, out Guid id)) { return; }
UnbanProfile(id);
}
private static void UnbanProfile(Guid id) {
Profiles.Remove(id);
}
private static void UnbanStage(string stage) {
Stages.Remove(stage);
}
private static void Save() {
Settings.SaveSettings(true);
}
public static void Crash(
Client user,
int delay_ms = 0
Refactoring ban command (#48) * rename command: `ban ...` => `ban player ...` To enable adding other subcommands starting with `ban`. Moving ban list and crash related code into its own class to tidy the Program class up. Change Id values of the crash cmds, to fit into the 16 byte max length imposed by ChangeStagePacket.IdSize. * add command: `ban ip <ipv4-address>` To add an IPv4 address to the ban list. * add command: `ban profile <profile-id>` To add a profile ID to the ban list. * add command: `unban ip <ipv4-address>` To remove a banned IPv4 address from the ban list. * add command: `unban profile <profile-id>` To remove a banned profile ID from the ban list. * add commands: `ban enable` and `ban disable` To set the value of `BanList.Enabled` to `true` or `false` without editing the `settings.json` file. * add command: `ban list` To show the current ban list settings. * fix: actually working ban functionality Changes: - ignore new sockets from banned IP addresses way earlier. - ignore all packets by banned profiles. Intentionally keeping the connection open instead of d/c banned clients. This is to prevent endless server logs due to automatically reconnecting clients. Before: Reconnecting clients aren't entering `ClientJoined` and therefore the d/c is only working on first connections. Effectively banned clients got a d/c and then automatically reconnected again without getting a d/c again. Therefore allowing them to play normally. * use SortedSet instead of List for settings To enforce unique entries and maintain a stable order inside of the `settings.json`. * add commands: `ban stage <stage-name>` and `unban stage <stage-name>` To kick players from the server when they enter a banned stage. <stage-name> can also be a kingdom alias, which bans/unbans all stages in that kingdom. Because we aren't banning the player, d/c them would be no good, because of the client auto reconnect. Instead send them the crash and ignore all packets by them until they d/c on their own. This is an alternative solution for issue #43. * Update Server.cs --------- Co-authored-by: Sanae <32604996+Sanae6@users.noreply.github.com>
2023-09-05 23:14:54 +00:00
) {
user.Ignored = true;
Task.Run(async () => {
if (delay_ms > 0) {
await Task.Delay(delay_ms);
}
bool permanent = user.Banned;
Refactoring ban command (#48) * rename command: `ban ...` => `ban player ...` To enable adding other subcommands starting with `ban`. Moving ban list and crash related code into its own class to tidy the Program class up. Change Id values of the crash cmds, to fit into the 16 byte max length imposed by ChangeStagePacket.IdSize. * add command: `ban ip <ipv4-address>` To add an IPv4 address to the ban list. * add command: `ban profile <profile-id>` To add a profile ID to the ban list. * add command: `unban ip <ipv4-address>` To remove a banned IPv4 address from the ban list. * add command: `unban profile <profile-id>` To remove a banned profile ID from the ban list. * add commands: `ban enable` and `ban disable` To set the value of `BanList.Enabled` to `true` or `false` without editing the `settings.json` file. * add command: `ban list` To show the current ban list settings. * fix: actually working ban functionality Changes: - ignore new sockets from banned IP addresses way earlier. - ignore all packets by banned profiles. Intentionally keeping the connection open instead of d/c banned clients. This is to prevent endless server logs due to automatically reconnecting clients. Before: Reconnecting clients aren't entering `ClientJoined` and therefore the d/c is only working on first connections. Effectively banned clients got a d/c and then automatically reconnected again without getting a d/c again. Therefore allowing them to play normally. * use SortedSet instead of List for settings To enforce unique entries and maintain a stable order inside of the `settings.json`. * add commands: `ban stage <stage-name>` and `unban stage <stage-name>` To kick players from the server when they enter a banned stage. <stage-name> can also be a kingdom alias, which bans/unbans all stages in that kingdom. Because we aren't banning the player, d/c them would be no good, because of the client auto reconnect. Instead send them the crash and ignore all packets by them until they d/c on their own. This is an alternative solution for issue #43. * Update Server.cs --------- Co-authored-by: Sanae <32604996+Sanae6@users.noreply.github.com>
2023-09-05 23:14:54 +00:00
await user.Send(new ChangeStagePacket {
Id = (permanent ? "$agogus/ban4lyfe" : "$among$us/cr4sh%"),
Stage = (permanent ? "$ejected" : "$agogusStage"),
Scenario = (sbyte) (permanent ? 69 : 21),
SubScenarioType = (byte) (permanent ? 21 : 69),
});
});
}
private static void CrashMultiple(string[] args, MUCH much) {
foreach (Client user in much(args).toActUpon) {
user.Banned = true;
Crash(user);
Refactoring ban command (#48) * rename command: `ban ...` => `ban player ...` To enable adding other subcommands starting with `ban`. Moving ban list and crash related code into its own class to tidy the Program class up. Change Id values of the crash cmds, to fit into the 16 byte max length imposed by ChangeStagePacket.IdSize. * add command: `ban ip <ipv4-address>` To add an IPv4 address to the ban list. * add command: `ban profile <profile-id>` To add a profile ID to the ban list. * add command: `unban ip <ipv4-address>` To remove a banned IPv4 address from the ban list. * add command: `unban profile <profile-id>` To remove a banned profile ID from the ban list. * add commands: `ban enable` and `ban disable` To set the value of `BanList.Enabled` to `true` or `false` without editing the `settings.json` file. * add command: `ban list` To show the current ban list settings. * fix: actually working ban functionality Changes: - ignore new sockets from banned IP addresses way earlier. - ignore all packets by banned profiles. Intentionally keeping the connection open instead of d/c banned clients. This is to prevent endless server logs due to automatically reconnecting clients. Before: Reconnecting clients aren't entering `ClientJoined` and therefore the d/c is only working on first connections. Effectively banned clients got a d/c and then automatically reconnected again without getting a d/c again. Therefore allowing them to play normally. * use SortedSet instead of List for settings To enforce unique entries and maintain a stable order inside of the `settings.json`. * add commands: `ban stage <stage-name>` and `unban stage <stage-name>` To kick players from the server when they enter a banned stage. <stage-name> can also be a kingdom alias, which bans/unbans all stages in that kingdom. Because we aren't banning the player, d/c them would be no good, because of the client auto reconnect. Instead send them the crash and ignore all packets by them until they d/c on their own. This is an alternative solution for issue #43. * Update Server.cs --------- Co-authored-by: Sanae <32604996+Sanae6@users.noreply.github.com>
2023-09-05 23:14:54 +00:00
}
}
public static string HandleBanCommand(string[] args, MUCH much) {
if (args.Length == 0) {
return "Usage: ban {list|enable|disable|player|profile|ip|stage} ...";
}
string cmd = args[0];
args = args.Skip(1).ToArray();
switch (cmd) {
default:
return "Usage: ban {list|enable|disable|player|profile|ip|stage} ...";
case "list":
if (args.Length != 0) {
return "Usage: ban list";
}
StringBuilder list = new StringBuilder();
list.Append("BanList: " + (Enabled ? "enabled" : "disabled"));
if (IPs.Count > 0) {
list.Append("\nBanned IPv4 addresses:\n- ");
list.Append(string.Join("\n- ", IPs));
}
if (Profiles.Count > 0) {
list.Append("\nBanned profile IDs:\n- ");
list.Append(string.Join("\n- ", Profiles));
}
if (Stages.Count > 0) {
list.Append("\nBanned stages:\n- ");
list.Append(string.Join("\n- ", Stages));
}
return list.ToString();
case "enable":
if (args.Length != 0) {
return "Usage: ban enable";
}
Enabled = true;
Save();
return "BanList enabled.";
case "disable":
if (args.Length != 0) {
return "Usage: ban disable";
}
Enabled = false;
Save();
return "BanList disabled.";
case "player":
if (args.Length == 0) {
return "Usage: ban player <* | !* (usernames to not ban...) | (usernames to ban...)>";
}
var res = much(args);
StringBuilder sb = new StringBuilder();
sb.Append(res.toActUpon.Count > 0 ? "Banned players: " + string.Join(", ", res.toActUpon.Select(x => $"\"{x.Name}\"")) : "");
sb.Append(res.failToFind.Count > 0 ? "\nFailed to find matches for: " + string.Join(", ", res.failToFind.Select(x => $"\"{x.ToLower()}\"")) : "");
if (res.ambig.Count > 0) {
res.ambig.ForEach(x => {
sb.Append($"\nAmbiguous for \"{x.arg}\": {string.Join(", ", x.amb.Select(x => $"\"{x}\""))}");
});
}
foreach (Client user in res.toActUpon) {
user.Banned = true;
Refactoring ban command (#48) * rename command: `ban ...` => `ban player ...` To enable adding other subcommands starting with `ban`. Moving ban list and crash related code into its own class to tidy the Program class up. Change Id values of the crash cmds, to fit into the 16 byte max length imposed by ChangeStagePacket.IdSize. * add command: `ban ip <ipv4-address>` To add an IPv4 address to the ban list. * add command: `ban profile <profile-id>` To add a profile ID to the ban list. * add command: `unban ip <ipv4-address>` To remove a banned IPv4 address from the ban list. * add command: `unban profile <profile-id>` To remove a banned profile ID from the ban list. * add commands: `ban enable` and `ban disable` To set the value of `BanList.Enabled` to `true` or `false` without editing the `settings.json` file. * add command: `ban list` To show the current ban list settings. * fix: actually working ban functionality Changes: - ignore new sockets from banned IP addresses way earlier. - ignore all packets by banned profiles. Intentionally keeping the connection open instead of d/c banned clients. This is to prevent endless server logs due to automatically reconnecting clients. Before: Reconnecting clients aren't entering `ClientJoined` and therefore the d/c is only working on first connections. Effectively banned clients got a d/c and then automatically reconnected again without getting a d/c again. Therefore allowing them to play normally. * use SortedSet instead of List for settings To enforce unique entries and maintain a stable order inside of the `settings.json`. * add commands: `ban stage <stage-name>` and `unban stage <stage-name>` To kick players from the server when they enter a banned stage. <stage-name> can also be a kingdom alias, which bans/unbans all stages in that kingdom. Because we aren't banning the player, d/c them would be no good, because of the client auto reconnect. Instead send them the crash and ignore all packets by them until they d/c on their own. This is an alternative solution for issue #43. * Update Server.cs --------- Co-authored-by: Sanae <32604996+Sanae6@users.noreply.github.com>
2023-09-05 23:14:54 +00:00
BanClient(user);
Crash(user);
Refactoring ban command (#48) * rename command: `ban ...` => `ban player ...` To enable adding other subcommands starting with `ban`. Moving ban list and crash related code into its own class to tidy the Program class up. Change Id values of the crash cmds, to fit into the 16 byte max length imposed by ChangeStagePacket.IdSize. * add command: `ban ip <ipv4-address>` To add an IPv4 address to the ban list. * add command: `ban profile <profile-id>` To add a profile ID to the ban list. * add command: `unban ip <ipv4-address>` To remove a banned IPv4 address from the ban list. * add command: `unban profile <profile-id>` To remove a banned profile ID from the ban list. * add commands: `ban enable` and `ban disable` To set the value of `BanList.Enabled` to `true` or `false` without editing the `settings.json` file. * add command: `ban list` To show the current ban list settings. * fix: actually working ban functionality Changes: - ignore new sockets from banned IP addresses way earlier. - ignore all packets by banned profiles. Intentionally keeping the connection open instead of d/c banned clients. This is to prevent endless server logs due to automatically reconnecting clients. Before: Reconnecting clients aren't entering `ClientJoined` and therefore the d/c is only working on first connections. Effectively banned clients got a d/c and then automatically reconnected again without getting a d/c again. Therefore allowing them to play normally. * use SortedSet instead of List for settings To enforce unique entries and maintain a stable order inside of the `settings.json`. * add commands: `ban stage <stage-name>` and `unban stage <stage-name>` To kick players from the server when they enter a banned stage. <stage-name> can also be a kingdom alias, which bans/unbans all stages in that kingdom. Because we aren't banning the player, d/c them would be no good, because of the client auto reconnect. Instead send them the crash and ignore all packets by them until they d/c on their own. This is an alternative solution for issue #43. * Update Server.cs --------- Co-authored-by: Sanae <32604996+Sanae6@users.noreply.github.com>
2023-09-05 23:14:54 +00:00
}
Save();
return sb.ToString();
case "profile":
if (args.Length != 1) {
return "Usage: ban profile <profile-id>";
}
if (!Guid.TryParse(args[0], out Guid id)) {
return "Invalid profile ID value!";
}
if (IsProfileBanned(id)) {
return "Profile " + id.ToString() + " is already banned.";
}
BanProfile(id);
CrashMultiple(args, much);
Save();
return "Banned profile: " + id.ToString();
case "ip":
if (args.Length != 1) {
return "Usage: ban ip <ipv4-address>";
}
if (!IsIPv4(args[0])) {
return "Invalid IPv4 address!";
}
if (IsIPv4Banned(args[0])) {
return "IP " + args[0] + " is already banned.";
}
BanIPv4(args[0]);
CrashMultiple(args, much);
Save();
return "Banned ip: " + args[0];
case "stage":
if (args.Length != 1) {
return "Usage: ban stage <stage-name>";
}
string? stage = Shared.Stages.Input2Stage(args[0]);
if (stage == null) {
return "Invalid stage name!";
}
if (IsStageBanned(stage)) {
return "Stage " + stage + " is already banned.";
}
var stages = Shared.Stages
.StagesByInput(args[0])
.Where(s => !IsStageBanned(s))
.ToList()
;
foreach (string s in stages) {
BanStage(s);
}
Save();
return "Banned stage: " + string.Join(", ", stages);
}
}
public static string HandleUnbanCommand(string[] args) {
if (args.Length != 2) {
return "Usage: unban {profile|ip|stage} <value>";
}
string cmd = args[0];
string val = args[1];
switch (cmd) {
default:
return "Usage: unban {profile|ip|stage} <value>";
case "profile":
if (!Guid.TryParse(val, out Guid id)) {
return "Invalid profile ID value!";
}
if (!IsProfileBanned(id)) {
return "Profile " + id.ToString() + " is not banned.";
}
UnbanProfile(id);
Save();
return "Unbanned profile: " + id.ToString();
case "ip":
if (!IsIPv4(val)) {
return "Invalid IPv4 address!";
}
if (!IsIPv4Banned(val)) {
return "IP " + val + " is not banned.";
}
UnbanIPv4(val);
Save();
return "Unbanned ip: " + val;
case "stage":
string stage = Shared.Stages.Input2Stage(val) ?? val;
if (!IsStageBanned(stage)) {
return "Stage " + stage + " is not banned.";
}
var stages = Shared.Stages
.StagesByInput(val)
.Where(IsStageBanned)
.ToList()
;
foreach (string s in stages) {
UnbanStage(s);
}
Save();
return "Unbanned stage: " + string.Join(", ", stages);
}
}
}