Basic Anti rapidfire

This commit is contained in:
Jade 2020-12-31 05:54:57 +00:00 committed by dongresource
parent 6baa0c5b07
commit ddc7caf959
6 changed files with 35 additions and 4 deletions

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@ -33,9 +33,6 @@ void GroupManager::requestGroup(CNSocket* sock, CNPacketData* data) {
otherPlr = PlayerManager::getPlayerFromID(otherPlr->iIDGroup); otherPlr = PlayerManager::getPlayerFromID(otherPlr->iIDGroup);
if (otherPlr == nullptr)
return;
if (otherPlr == nullptr) if (otherPlr == nullptr)
return; return;

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@ -1074,6 +1074,7 @@ void ItemManager::setItemStats(Player* plr) {
plr->pointDamage = 8 + plr->level * 2; plr->pointDamage = 8 + plr->level * 2;
plr->groupDamage = 8 + plr->level * 2; plr->groupDamage = 8 + plr->level * 2;
plr->fireRate = 0;
plr->defense = 16 + plr->level * 4; plr->defense = 16 + plr->level * 4;
Item* itemStatsDat; Item* itemStatsDat;
@ -1086,6 +1087,7 @@ void ItemManager::setItemStats(Player* plr) {
} }
plr->pointDamage += itemStatsDat->pointDamage; plr->pointDamage += itemStatsDat->pointDamage;
plr->groupDamage += itemStatsDat->groupDamage; plr->groupDamage += itemStatsDat->groupDamage;
plr->fireRate += itemStatsDat->fireRate;
plr->defense += itemStatsDat->defense; plr->defense += itemStatsDat->defense;
} }
} }

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@ -23,7 +23,7 @@ namespace ItemManager {
}; };
struct Item { struct Item {
bool tradeable, sellable; bool tradeable, sellable;
int buyPrice, sellPrice, stackSize, level, rarity, pointDamage, groupDamage, defense, gender; // TODO: implement more as needed int buyPrice, sellPrice, stackSize, level, rarity, pointDamage, groupDamage, fireRate, defense, gender; // TODO: implement more as needed
}; };
// hopefully this is fine since it's never modified after load // hopefully this is fine since it's never modified after load
extern std::map<std::pair<int32_t, int32_t>, Item> ItemData; // <id, type> -> data extern std::map<std::pair<int32_t, int32_t>, Item> ItemData; // <id, type> -> data

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@ -62,6 +62,21 @@ void MobManager::pcAttackNpcs(CNSocket *sock, CNPacketData *data) {
return; return;
} }
// rapid fire anti-cheat
time_t currTime = getTime();
if (currTime - plr->lastShot < plr->fireRate * 80)
plr->suspicionRating += plr->fireRate * 100 + plr->lastShot - currTime; // gain suspicion for rapid firing
else if (currTime - plr->lastShot < plr->fireRate * 180 && plr->suspicionRating > 0)
plr->suspicionRating += plr->fireRate * 100 + plr->lastShot - currTime; // lose suspicion for delayed firing
plr->lastShot = currTime;
if (pkt->iNPCCnt > 3) // 3+ targets should never be possible
plr->suspicionRating += 10000;
if (plr->suspicionRating > 10000) // kill the socket when the player is too suspicious
sock->kill();
// initialize response struct // initialize response struct
size_t resplen = sizeof(sP_FE2CL_PC_ATTACK_NPCs_SUCC) + pkt->iNPCCnt * sizeof(sAttackResult); size_t resplen = sizeof(sP_FE2CL_PC_ATTACK_NPCs_SUCC) + pkt->iNPCCnt * sizeof(sAttackResult);
uint8_t respbuf[CN_PACKET_BUFFER_SIZE]; uint8_t respbuf[CN_PACKET_BUFFER_SIZE];
@ -1389,6 +1404,18 @@ void MobManager::projectileHit(CNSocket* sock, CNPacketData* data) {
return; return;
} }
// rapid fire anti-cheat
time_t currTime = getTime();
if (currTime - plr->lastShot < plr->fireRate * 80)
plr->suspicionRating += plr->fireRate * 100 + plr->lastShot - currTime; // gain suspicion for rapid firing
else if (currTime - plr->lastShot < plr->fireRate * 180 && plr->suspicionRating > 0)
plr->suspicionRating += plr->fireRate * 100 + plr->lastShot - currTime; // lose suspicion for delayed firing
plr->lastShot = currTime;
if (plr->suspicionRating > 10000) // kill the socket when the player is too suspicious
sock->kill();
/* /*
* initialize response struct * initialize response struct
* rocket style hit doesn't work properly, so we're always sending this one * rocket style hit doesn't work properly, so we're always sending this one

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@ -57,6 +57,7 @@ struct Player {
int pointDamage; int pointDamage;
int groupDamage; int groupDamage;
int fireRate;
int defense; int defense;
int64_t aQuestFlag[16]; int64_t aQuestFlag[16];
@ -85,4 +86,7 @@ struct Player {
ChunkPos chunkPos; ChunkPos chunkPos;
std::set<Chunk*>* viewableChunks; std::set<Chunk*>* viewableChunks;
time_t lastHeartbeat; time_t lastHeartbeat;
int suspicionRating;
time_t lastShot;
}; };

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@ -157,6 +157,7 @@ void TableData::init() {
itemData.level = item["m_iMinReqLev"]; itemData.level = item["m_iMinReqLev"];
itemData.pointDamage = item["m_iPointRat"]; itemData.pointDamage = item["m_iPointRat"];
itemData.groupDamage = item["m_iGroupRat"]; itemData.groupDamage = item["m_iGroupRat"];
itemData.fireRate = item["m_iDelayTime"];
itemData.defense = item["m_iDefenseRat"]; itemData.defense = item["m_iDefenseRat"];
itemData.gender = item["m_iReqSex"]; itemData.gender = item["m_iReqSex"];
} else { } else {