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Fix emoji exploit (#640)
This should fix the exploit that allows players to send custom text as an "emoji". It does this by introducing a emoji ID (index into the emoji table) instead of sending the raw emoji as a string. - [ ] I have added screenshots for all UI updates - [X] I confirm I have thoroughly tested these changes and take full responsibility for any bugs introduced - [X] I understand that submitting code with bugs that could have been caught through manual testing blocks releases and new features for all contributors regression is found: PilkeySEK
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@@ -7,6 +7,7 @@ import {
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PlayerID,
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PlayerType,
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} from "../game/Game";
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import { flattenedEmojiTable } from "../Util";
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export class EmojiExecution implements Execution {
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private requestor: Player;
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@@ -17,7 +18,7 @@ export class EmojiExecution implements Execution {
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constructor(
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private senderID: PlayerID,
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private recipientID: PlayerID | typeof AllPlayers,
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private emoji: string,
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private emoji: number,
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) {}
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init(mg: Game, ticks: number): void {
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@@ -38,10 +39,12 @@ export class EmojiExecution implements Execution {
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}
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tick(ticks: number): void {
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const emojiString = flattenedEmojiTable.at(this.emoji);
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if (this.requestor.canSendEmoji(this.recipient)) {
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this.requestor.sendEmoji(this.recipient, this.emoji);
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this.requestor.sendEmoji(this.recipient, emojiString);
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if (
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this.emoji == "🖕" &&
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emojiString == "🖕" &&
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this.recipient != AllPlayers &&
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this.recipient.type() == PlayerType.FakeHuman
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) {
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@@ -17,7 +17,7 @@ import {
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import { euclDistFN, manhattanDistFN, TileRef } from "../game/GameMap";
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import { PseudoRandom } from "../PseudoRandom";
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import { GameID } from "../Schemas";
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import { calculateBoundingBox, simpleHash } from "../Util";
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import { calculateBoundingBox, flattenedEmojiTable, simpleHash } from "../Util";
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import { ConstructionExecution } from "./ConstructionExecution";
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import { EmojiExecution } from "./EmojiExecution";
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import { NukeExecution } from "./NukeExecution";
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@@ -38,6 +38,7 @@ export class FakeHumanExecution implements Execution {
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private lastEmojiSent = new Map<Player, Tick>();
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private lastNukeSent: [Tick, TileRef][] = [];
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private embargoMalusApplied = new Set<PlayerID>();
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private heckleEmoji: number[];
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constructor(
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gameID: GameID,
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@@ -46,6 +47,7 @@ export class FakeHumanExecution implements Execution {
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this.random = new PseudoRandom(
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simpleHash(playerInfo.id) + simpleHash(gameID),
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);
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this.heckleEmoji = ["🤡", "😡"].map((e) => flattenedEmojiTable.indexOf(e));
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}
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init(mg: Game) {
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@@ -248,7 +250,7 @@ export class FakeHumanExecution implements Execution {
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new EmojiExecution(
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this.player.id(),
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enemy.id(),
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this.random.randElement(["🤡", "😡"]),
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this.random.randElement(this.heckleEmoji),
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),
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);
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}
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@@ -8,6 +8,7 @@ import {
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Tick,
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} from "../../game/Game";
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import { PseudoRandom } from "../../PseudoRandom";
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import { flattenedEmojiTable } from "../../Util";
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import { AttackExecution } from "../AttackExecution";
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import { EmojiExecution } from "../EmojiExecution";
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@@ -15,12 +16,16 @@ export class BotBehavior {
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private enemy: Player | null = null;
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private enemyUpdated: Tick;
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private assistAcceptEmoji: number;
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constructor(
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private random: PseudoRandom,
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private game: Game,
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private player: Player,
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private attackRatio: number,
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) {}
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) {
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this.assistAcceptEmoji = flattenedEmojiTable.indexOf("👍");
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}
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handleAllianceRequests() {
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for (const req of this.player.incomingAllianceRequests()) {
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@@ -32,7 +37,7 @@ export class BotBehavior {
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}
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}
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private emoji(player: Player, emoji: string) {
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private emoji(player: Player, emoji: number) {
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if (player.type() !== PlayerType.Human) return;
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this.game.addExecution(
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new EmojiExecution(this.player.id(), player.id(), emoji),
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@@ -59,7 +64,7 @@ export class BotBehavior {
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this.player.updateRelation(ally, -20);
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this.enemy = target;
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this.enemyUpdated = this.game.ticks();
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this.emoji(ally, "👍");
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this.emoji(ally, this.assistAcceptEmoji);
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break outer;
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}
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}
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