Merge pull request #9278 from deathride58/fuckkeydown
[s] ports tgstation/tgstation#46425
This commit is contained in:
@@ -81,3 +81,10 @@
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#define SPAM_TRIGGER_WARNING 5 //Number of identical messages required before the spam-prevention will warn you to stfu
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#define SPAM_TRIGGER_AUTOMUTE 10 //Number of identical messages required before the spam-prevention will automute you
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///Max length of a keypress command before it's considered to be a forged packet/bogus command
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#define MAX_KEYPRESS_COMMANDLENGTH 16
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///Max amount of keypress messages per second over two seconds before client is autokicked
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#define MAX_KEYPRESS_AUTOKICK 100
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///Length of held key rolling buffer
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#define HELD_KEY_BUFFER_LENGTH 15
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@@ -75,3 +75,8 @@
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var/datum/player_details/player_details //these persist between logins/logouts during the same round.
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var/list/char_render_holders //Should only be a key-value list of north/south/east/west = obj/screen.
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var/client_keysend_amount = 0
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var/next_keysend_reset = 0
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var/next_keysend_trip_reset = 0
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var/keysend_tripped = FALSE
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@@ -4,7 +4,42 @@
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set instant = TRUE
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set hidden = TRUE
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client_keysend_amount += 1
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var/cache = client_keysend_amount
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if(keysend_tripped && next_keysend_trip_reset <= world.time)
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keysend_tripped = FALSE
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if(next_keysend_reset <= world.time)
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client_keysend_amount = 0
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next_keysend_reset = world.time + (1 SECONDS)
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//The "tripped" system is to confirm that flooding is still happening after one spike
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//not entirely sure how byond commands interact in relation to lag
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//don't want to kick people if a lag spike results in a huge flood of commands being sent
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if(cache >= MAX_KEYPRESS_AUTOKICK)
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if(!keysend_tripped)
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keysend_tripped = TRUE
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next_keysend_trip_reset = world.time + (2 SECONDS)
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else
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log_admin("Client [ckey] was just autokicked for flooding keysends; likely abuse but potentially lagspike.")
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message_admins("Client [ckey] was just autokicked for flooding keysends; likely abuse but potentially lagspike.")
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QDEL_IN(src, 1)
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return
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///Check if the key is short enough to even be a real key
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if(LAZYLEN(_key) > MAX_KEYPRESS_COMMANDLENGTH)
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to_chat(src, "<span class='userdanger'>Invalid KeyDown detected! You have been disconnected from the server automatically.</span>")
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log_admin("Client [ckey] just attempted to send an invalid keypress. Keymessage was over [MAX_KEYPRESS_COMMANDLENGTH] characters, autokicking due to likely abuse.")
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message_admins("Client [ckey] just attempted to send an invalid keypress. Keymessage was over [MAX_KEYPRESS_COMMANDLENGTH] characters, autokicking due to likely abuse.")
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QDEL_IN(src, 1)
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return
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//offset by 1 because the buffer address is 0 indexed because the math was simpler
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keys_held[current_key_address + 1] = _key
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//the time a key was pressed isn't actually used anywhere (as of 2019-9-10) but this allows easier access usage/checking
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keys_held[_key] = world.time
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current_key_address = ((current_key_address + 1) % HELD_KEY_BUFFER_LENGTH)
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var/movement = SSinput.movement_keys[_key]
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if(!(next_move_dir_sub & movement) && !keys_held["Ctrl"])
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next_move_dir_add |= movement
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@@ -35,7 +70,11 @@
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set instant = TRUE
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set hidden = TRUE
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keys_held -= _key
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//Can't just do a remove because it would alter the length of the rolling buffer, instead search for the key then null it out if it exists
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for(var/i in 1 to HELD_KEY_BUFFER_LENGTH)
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if(keys_held[i] == _key)
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keys_held[i] = null
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break
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var/movement = SSinput.movement_keys[_key]
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if(!(next_move_dir_add & movement))
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next_move_dir_sub |= movement
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@@ -1,9 +1,14 @@
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/client
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var/list/keys_held = list() // A list of any keys held currently
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// These next two vars are to apply movement for keypresses and releases made while move delayed.
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// Because discarding that input makes the game less responsive.
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var/next_move_dir_add // On next move, add this dir to the move that would otherwise be done
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var/next_move_dir_sub // On next move, subtract this dir from the move that would otherwise be done
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/// A rolling buffer of any keys held currently
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var/list/keys_held = list()
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///used to keep track of the current rolling buffer position
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var/current_key_address = 0
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/// These next two vars are to apply movement for keypresses and releases made while move delayed.
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/// Because discarding that input makes the game less responsive.
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/// On next move, add this dir to the move that would otherwise be done
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var/next_move_dir_add
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/// On next move, subtract this dir from the move that would otherwise be done
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var/next_move_dir_sub
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// Set a client's focus to an object and override these procs on that object to let it handle keypresses
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@@ -31,6 +36,11 @@
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/client/proc/set_macros()
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set waitfor = FALSE
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//Reset and populate the rolling buffer
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keys_held.Cut()
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for(var/i in 1 to HELD_KEY_BUFFER_LENGTH)
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keys_held += null
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erase_all_macros()
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var/list/macro_sets = SSinput.macro_sets
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