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Reject requests to equip items into the wrong slot
This is important because the client can genuinely send such an invalid packet by mistake during normal gameplay. If a sanity check fails, we don't need to send any sort of "move it but keep it where it is" packet, since simply ignoring the invalid request doesn't softlock the client. Also improved validation of inventory slot indexes.
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@ -54,33 +54,29 @@ void ItemManager::itemMoveHandler(CNSocket* sock, CNPacketData* data) {
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Player* plr = PlayerManager::getPlayer(sock);
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// sanity check
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if (plr->Equip[itemmove->iFromSlotNum].iType != 0 && itemmove->eFrom == 0 && itemmove->eTo == 0) {
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// this packet should never happen unless it is a weapon, tell the client to do nothing and do nothing ourself
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resp.eTo = itemmove->eFrom;
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resp.iToSlotNum = itemmove->iFromSlotNum;
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resp.ToSlotItem = plr->Equip[itemmove->iToSlotNum];
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resp.eFrom = itemmove->eTo;
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resp.iFromSlotNum = itemmove->iToSlotNum;
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resp.FromSlotItem = plr->Equip[itemmove->iFromSlotNum];
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sock->sendPacket((void*)&resp, P_FE2CL_PC_ITEM_MOVE_SUCC, sizeof(sP_FE2CL_PC_ITEM_MOVE_SUCC));
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return;
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}
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// sanity check
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if (itemmove->iToSlotNum > ABANK_COUNT || itemmove->iToSlotNum < 0)
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if (itemmove->iToSlotNum < 0 || itemmove->iFromSlotNum < 0)
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return;
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// NOTE: sending a no-op, "move in-place" packet is not necessary
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// get the fromItem
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sItemBase *fromItem;
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switch ((SlotType)itemmove->eFrom) {
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case SlotType::EQUIP:
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if (itemmove->iFromSlotNum >= AEQUIP_COUNT)
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return;
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fromItem = &plr->Equip[itemmove->iFromSlotNum];
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break;
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case SlotType::INVENTORY:
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if (itemmove->iFromSlotNum >= AINVEN_COUNT)
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return;
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fromItem = &plr->Inven[itemmove->iFromSlotNum];
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break;
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case SlotType::BANK:
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if (itemmove->iFromSlotNum >= ABANK_COUNT)
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return;
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fromItem = &plr->Bank[itemmove->iFromSlotNum];
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break;
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default:
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@ -92,12 +88,21 @@ void ItemManager::itemMoveHandler(CNSocket* sock, CNPacketData* data) {
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sItemBase* toItem;
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switch ((SlotType)itemmove->eTo) {
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case SlotType::EQUIP:
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if (itemmove->iToSlotNum >= AEQUIP_COUNT)
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return;
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toItem = &plr->Equip[itemmove->iToSlotNum];
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break;
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case SlotType::INVENTORY:
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if (itemmove->iToSlotNum >= AINVEN_COUNT)
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return;
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toItem = &plr->Inven[itemmove->iToSlotNum];
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break;
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case SlotType::BANK:
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if (itemmove->iToSlotNum >= ABANK_COUNT)
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return;
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toItem = &plr->Bank[itemmove->iToSlotNum];
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break;
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default:
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@ -105,7 +110,21 @@ void ItemManager::itemMoveHandler(CNSocket* sock, CNPacketData* data) {
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return;
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}
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// if equipping an item, validate that it's of the correct type for the slot
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if ((SlotType)itemmove->eTo == SlotType::EQUIP) {
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if (fromItem->iType == 10 && itemmove->iToSlotNum != 8)
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return; // vehicle in wrong slot
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else if (fromItem->iType != 10
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&& !(fromItem->iType == 0 && itemmove->iToSlotNum == 7)
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&& fromItem->iType != itemmove->iToSlotNum)
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return; // something other than a vehicle or a weapon in a non-matching slot
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else if (itemmove->iToSlotNum >= AEQUIP_COUNT) // TODO: reject slots >= 9?
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return; // invalid slot
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}
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// save items to response
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resp.eTo = itemmove->eFrom;
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resp.eFrom = itemmove->eTo;
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resp.ToSlotItem = *toItem;
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resp.FromSlotItem = *fromItem;
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@ -167,10 +186,6 @@ void ItemManager::itemMoveHandler(CNSocket* sock, CNPacketData* data) {
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}
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// send response
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resp.eTo = itemmove->eFrom;
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resp.eFrom = itemmove->eTo;
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sock->sendPacket((void*)&resp, P_FE2CL_PC_ITEM_MOVE_SUCC, sizeof(sP_FE2CL_PC_ITEM_MOVE_SUCC));
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}
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