Files
OpenFrontIO/src/core/game/PlayerImpl.ts
T
Xuarig ce676d0efb [Security] Added username sanitization on server (#299)
Fixing issues #282 where players can bypass max username length by
editing their storage. I added a sanitization on the server side to
avoid all kind of cheat on the username as we can't trust clients
2025-03-20 10:39:41 -07:00

948 lines
24 KiB
TypeScript

import {
Player,
PlayerInfo,
PlayerID,
PlayerType,
TerraNullius,
Cell,
Execution,
AllianceRequest,
MutableAlliance,
Alliance,
Tick,
AllPlayers,
Gold,
UnitType,
Unit,
Relation,
EmojiMessage,
PlayerProfile,
Attack,
UnitSpecificInfos,
} from "./Game";
import { AttackUpdate, PlayerUpdate } from "./GameUpdates";
import { GameUpdateType } from "./GameUpdates";
import { ClientID } from "../Schemas";
import {
assertNever,
closestShoreFromPlayer,
distSortUnit,
maxInt,
minInt,
simpleHash,
sourceDstOceanShore,
targetTransportTile,
toInt,
within,
} from "../Util";
import { CellString, GameImpl } from "./GameImpl";
import { UnitImpl } from "./UnitImpl";
import { MessageType } from "./Game";
import { renderTroops } from "../../client/Utils";
import { TerraNulliusImpl } from "./TerraNulliusImpl";
import { andFN, manhattanDistFN, TileRef } from "./GameMap";
import { AttackImpl } from "./AttackImpl";
import { PseudoRandom } from "../PseudoRandom";
import { consolex } from "../Consolex";
import { sanitizeUsername } from "../validations/username";
interface Target {
tick: Tick;
target: Player;
}
class Donation {
constructor(
public readonly recipient: Player,
public readonly tick: Tick,
) {}
}
export class PlayerImpl implements Player {
public _lastTileChange: number = 0;
public _pseudo_random: PseudoRandom;
private _gold: bigint;
private _troops: bigint;
private _workers: bigint;
// 0 to 100
private _targetTroopRatio: bigint;
isTraitor_ = false;
private embargoes: Set<PlayerID> = new Set();
public _borderTiles: Set<TileRef> = new Set();
public _units: UnitImpl[] = [];
public _tiles: Set<TileRef> = new Set();
private _flag: string;
private _name: string;
private _displayName: string;
public pastOutgoingAllianceRequests: AllianceRequest[] = [];
private targets_: Target[] = [];
private outgoingEmojis_: EmojiMessage[] = [];
private sentDonations: Donation[] = [];
private relations = new Map<Player, number>();
public _incomingAttacks: Attack[] = [];
public _outgoingAttacks: Attack[] = [];
constructor(
private mg: GameImpl,
private _smallID: number,
private readonly playerInfo: PlayerInfo,
startTroops: number,
) {
this._flag = playerInfo.flag;
this._name = sanitizeUsername(playerInfo.name);
this._targetTroopRatio = 95n;
this._troops = toInt(startTroops);
this._workers = 0n;
this._gold = 0n;
this._displayName = this._name; // processName(this._name)
this._pseudo_random = new PseudoRandom(simpleHash(this.playerInfo.id));
}
largestClusterBoundingBox: { min: Cell; max: Cell } | null;
toUpdate(): PlayerUpdate {
const outgoingAllianceRequests = this.outgoingAllianceRequests().map((ar) =>
ar.recipient().id(),
);
return {
type: GameUpdateType.Player,
clientID: this.clientID(),
flag: this.flag(),
name: this.name(),
displayName: this.displayName(),
id: this.id(),
smallID: this.smallID(),
playerType: this.type(),
isAlive: this.isAlive(),
tilesOwned: this.numTilesOwned(),
gold: Number(this._gold),
population: this.population(),
workers: this.workers(),
troops: this.troops(),
targetTroopRatio: this.targetTroopRatio(),
allies: this.alliances().map((a) => a.other(this).smallID()),
embargoes: this.embargoes,
isTraitor: this.isTraitor(),
targets: this.targets().map((p) => p.smallID()),
outgoingEmojis: this.outgoingEmojis(),
outgoingAttacks: this._outgoingAttacks.map(
(a) =>
({
attackerID: a.attacker().smallID(),
targetID: a.target().smallID(),
troops: a.troops(),
id: a.id(),
retreating: a.retreating(),
}) as AttackUpdate,
),
incomingAttacks: this._incomingAttacks.map(
(a) =>
({
attackerID: a.attacker().smallID(),
targetID: a.target().smallID(),
troops: a.troops(),
id: a.id(),
retreating: a.retreating(),
}) as AttackUpdate,
),
outgoingAllianceRequests: outgoingAllianceRequests,
stats: this.mg.stats().getPlayerStats(this.id()),
};
}
smallID(): number {
return this._smallID;
}
flag(): string {
return this._flag;
}
name(): string {
return this._name;
}
displayName(): string {
return this._displayName;
}
clientID(): ClientID {
return this.playerInfo.clientID;
}
id(): PlayerID {
return this.playerInfo.id;
}
type(): PlayerType {
return this.playerInfo.playerType;
}
units(...types: UnitType[]): UnitImpl[] {
if (types.length == 0) {
return this._units;
}
const ts = new Set(types);
return this._units.filter((u) => ts.has(u.type()));
}
unitsIncludingConstruction(type: UnitType): Unit[] {
const units = this.units(type);
units.push(
...this.units(UnitType.Construction).filter(
(u) => u.constructionType() == type,
),
);
return units;
}
sharesBorderWith(other: Player | TerraNullius): boolean {
for (const border of this._borderTiles) {
for (const neighbor of this.mg.map().neighbors(border)) {
if (this.mg.map().ownerID(neighbor) == other.smallID()) {
return true;
}
}
}
return false;
}
numTilesOwned(): number {
return this._tiles.size;
}
tiles(): ReadonlySet<TileRef> {
return new Set(this._tiles.values()) as Set<TileRef>;
}
borderTiles(): ReadonlySet<TileRef> {
return this._borderTiles;
}
neighbors(): (Player | TerraNullius)[] {
const ns: Set<Player | TerraNullius> = new Set();
for (const border of this.borderTiles()) {
for (const neighbor of this.mg.map().neighbors(border)) {
if (this.mg.map().isLake(neighbor)) {
const owner = this.mg.map().ownerID(neighbor);
if (owner != this.smallID()) {
ns.add(
this.mg.playerBySmallID(owner) as PlayerImpl | TerraNulliusImpl,
);
}
}
}
}
return Array.from(ns);
}
isPlayer(): this is Player {
return true as const;
}
setTroops(troops: number) {
this._troops = toInt(troops);
}
conquer(tile: TileRef) {
this.mg.conquer(this, tile);
}
orderRetreat(id: string) {
const attack = this._outgoingAttacks.filter((attack) => attack.id() == id);
if (!attack || !attack[0]) {
consolex.warn(`Didn't find outgoing attack with id ${id}`);
return;
}
attack[0].orderRetreat();
}
executeRetreat(id: string): void {
const attack = this._outgoingAttacks.filter((attack) => attack.id() == id);
// Execution is delayed so it's not an error that the attack does not exist.
if (!attack || !attack[0]) {
return;
}
attack[0].executeRetreat();
}
relinquish(tile: TileRef) {
if (this.mg.owner(tile) != this) {
throw new Error(`Cannot relinquish tile not owned by this player`);
}
this.mg.relinquish(tile);
}
info(): PlayerInfo {
return this.playerInfo;
}
isAlive(): boolean {
return this._tiles.size > 0;
}
executions(): Execution[] {
return this.mg
.executions()
.filter((exec) => exec.owner().id() == this.id());
}
incomingAllianceRequests(): AllianceRequest[] {
return this.mg.allianceRequests.filter((ar) => ar.recipient() == this);
}
outgoingAllianceRequests(): AllianceRequest[] {
return this.mg.allianceRequests.filter((ar) => ar.requestor() == this);
}
alliances(): MutableAlliance[] {
return this.mg.alliances_.filter(
(a) => a.requestor() == this || a.recipient() == this,
);
}
allies(): Player[] {
return this.alliances().map((a) => a.other(this));
}
isAlliedWith(other: Player): boolean {
if (other == this) {
return false;
}
return this.allianceWith(other) != null;
}
allianceWith(other: Player): MutableAlliance | null {
if (other == this) {
return null;
}
return this.alliances().find(
(a) => a.recipient() == other || a.requestor() == other,
);
}
canSendAllianceRequest(other: Player): boolean {
if (other == this) {
return false;
}
if (this.isAlliedWith(other)) {
return false;
}
const hasPending =
this.incomingAllianceRequests().find((ar) => ar.requestor() == other) !=
null ||
this.outgoingAllianceRequests().find((ar) => ar.recipient() == other) !=
null;
if (hasPending) {
return false;
}
const recent = this.pastOutgoingAllianceRequests
.filter((ar) => ar.recipient() == other)
.sort((a, b) => b.createdAt() - a.createdAt());
if (recent.length == 0) {
return true;
}
const delta = this.mg.ticks() - recent[0].createdAt();
return delta >= this.mg.config().allianceRequestCooldown();
}
breakAlliance(alliance: Alliance): void {
this.mg.breakAlliance(this, alliance);
}
isTraitor(): boolean {
return this.isTraitor_;
}
createAllianceRequest(recipient: Player): AllianceRequest {
if (this.isAlliedWith(recipient)) {
throw new Error(`cannot create alliance request, already allies`);
}
return this.mg.createAllianceRequest(this, recipient as Player);
}
relation(other: Player): Relation {
if (other == this) {
throw new Error(`cannot get relation with self: ${this}`);
}
if (this.relations.has(other)) {
return this.relationFromValue(this.relations.get(other));
}
return Relation.Neutral;
}
private relationFromValue(relationValue: number): Relation {
if (relationValue < -50) {
return Relation.Hostile;
}
if (relationValue < 0) {
return Relation.Distrustful;
}
if (relationValue < 50) {
return Relation.Neutral;
}
return Relation.Friendly;
}
allRelationsSorted(): { player: Player; relation: Relation }[] {
return Array.from(this.relations, ([k, v]) => ({ player: k, relation: v }))
.sort((a, b) => a.relation - b.relation)
.map((r) => ({
player: r.player,
relation: this.relationFromValue(r.relation),
}));
}
updateRelation(other: Player, delta: number): void {
if (other == this) {
throw new Error(`cannot update relation with self: ${this}`);
}
let relation = 0;
if (this.relations.has(other)) {
relation = this.relations.get(other);
}
const newRelation = within(relation + delta, -100, 100);
this.relations.set(other, newRelation);
}
decayRelations() {
this.relations.forEach((r: number, p: Player) => {
const sign = -1 * Math.sign(r);
const delta = 0.05;
r += sign * delta;
if (Math.abs(r) < delta * 2) {
r = 0;
}
this.relations.set(p, r);
});
}
canTarget(other: Player): boolean {
if (this == other) {
return false;
}
if (this.isAlliedWith(other)) {
return false;
}
for (const t of this.targets_) {
if (this.mg.ticks() - t.tick < this.mg.config().targetCooldown()) {
return false;
}
}
return true;
}
target(other: Player): void {
this.targets_.push({ tick: this.mg.ticks(), target: other });
this.mg.target(this, other);
}
targets(): PlayerImpl[] {
return this.targets_
.filter(
(t) => this.mg.ticks() - t.tick < this.mg.config().targetDuration(),
)
.map((t) => t.target as PlayerImpl);
}
transitiveTargets(): Player[] {
const ts = this.alliances()
.map((a) => a.other(this))
.flatMap((ally) => ally.targets());
ts.push(...this.targets());
return [...new Set(ts)] as Player[];
}
sendEmoji(recipient: Player | typeof AllPlayers, emoji: string): void {
if (recipient == this) {
throw Error(`Cannot send emoji to oneself: ${this}`);
}
const msg: EmojiMessage = {
message: emoji,
senderID: this.smallID(),
recipientID: recipient == AllPlayers ? recipient : recipient.smallID(),
createdAt: this.mg.ticks(),
};
this.outgoingEmojis_.push(msg);
this.mg.sendEmojiUpdate(msg);
}
outgoingEmojis(): EmojiMessage[] {
return this.outgoingEmojis_
.filter(
(e) =>
this.mg.ticks() - e.createdAt <
this.mg.config().emojiMessageDuration(),
)
.sort((a, b) => b.createdAt - a.createdAt);
}
canSendEmoji(recipient: Player | typeof AllPlayers): boolean {
const recipientID =
recipient == AllPlayers ? AllPlayers : recipient.smallID();
const prevMsgs = this.outgoingEmojis_.filter(
(msg) => msg.recipientID == recipientID,
);
for (const msg of prevMsgs) {
if (
this.mg.ticks() - msg.createdAt <
this.mg.config().emojiMessageCooldown()
) {
return false;
}
}
return true;
}
canDonate(recipient: Player): boolean {
if (!this.isAlliedWith(recipient)) {
return false;
}
for (const donation of this.sentDonations) {
if (donation.recipient == recipient) {
if (
this.mg.ticks() - donation.tick <
this.mg.config().donateCooldown()
) {
return false;
}
}
}
return true;
}
donate(recipient: Player, troops: number): void {
this.sentDonations.push(new Donation(recipient, this.mg.ticks()));
recipient.addTroops(this.removeTroops(troops));
this.mg.displayMessage(
`Sent ${renderTroops(troops)} troops to ${recipient.name()}`,
MessageType.INFO,
this.id(),
);
this.mg.displayMessage(
`Recieved ${renderTroops(troops)} troops from ${this.name()}`,
MessageType.SUCCESS,
recipient.id(),
);
}
hasEmbargoAgainst(other: Player): boolean {
return this.embargoes.has(other.id());
}
canTrade(other: Player): boolean {
const embargo =
other.hasEmbargoAgainst(this) || this.hasEmbargoAgainst(other);
return !embargo && other.id() != this.id();
}
addEmbargo(other: PlayerID): void {
this.embargoes.add(other);
}
stopEmbargo(other: PlayerID): void {
this.embargoes.delete(other);
}
tradingPartners(): Player[] {
return this.mg
.players()
.filter((other) => other != this && this.canTrade(other));
}
gold(): Gold {
return Number(this._gold);
}
addGold(toAdd: Gold): void {
this._gold += toInt(toAdd);
}
removeGold(toRemove: Gold): void {
if (toRemove > this._gold) {
throw Error(
`Player ${this} does not enough gold (${toRemove} vs ${this._gold}))`,
);
}
this._gold -= toInt(toRemove);
}
population(): number {
return Number(this._troops + this._workers);
}
workers(): number {
return Math.max(1, Number(this._workers));
}
addWorkers(toAdd: number): void {
this._workers += toInt(toAdd);
}
removeWorkers(toRemove: number): void {
this._workers = maxInt(1n, this._workers - toInt(toRemove));
}
targetTroopRatio(): number {
return Number(this._targetTroopRatio) / 100;
}
setTargetTroopRatio(target: number): void {
if (target < 0 || target > 1) {
throw new Error(
`invalid targetTroopRatio ${target} set on player ${PlayerImpl}`,
);
}
this._targetTroopRatio = toInt(target * 100);
}
troops(): number {
return Number(this._troops);
}
addTroops(troops: number): void {
if (troops < 0) {
this.removeTroops(-1 * troops);
return;
}
this._troops += toInt(troops);
}
removeTroops(troops: number): number {
if (troops <= 1) {
return 0;
}
const toRemove = minInt(this._troops, toInt(troops));
this._troops -= toRemove;
return Number(toRemove);
}
captureUnit(unit: Unit): void {
if (unit.owner() == this) {
throw new Error(`Cannot capture unit, ${this} already owns ${unit}`);
}
const prev = unit.owner();
(prev as PlayerImpl)._units = (prev as PlayerImpl)._units.filter(
(u) => u != unit,
);
(unit as UnitImpl)._owner = this;
this._units.push(unit as UnitImpl);
this.mg.addUpdate(unit.toUpdate());
this.mg.displayMessage(
`${unit.type()} captured by ${this.displayName()}`,
MessageType.ERROR,
prev.id(),
);
this.mg.displayMessage(
`Captured ${unit.type()} from ${prev.displayName()}`,
MessageType.SUCCESS,
this.id(),
);
}
buildUnit(
type: UnitType,
troops: number,
spawnTile: TileRef,
unitSpecificInfos: UnitSpecificInfos = {},
): UnitImpl {
const cost = this.mg.unitInfo(type).cost(this);
const b = new UnitImpl(
type,
this.mg,
spawnTile,
troops,
this.mg.nextUnitID(),
this,
unitSpecificInfos,
);
this._units.push(b);
this.removeGold(cost);
this.removeTroops(troops);
this.mg.addUpdate(b.toUpdate());
if (type == UnitType.DefensePost) {
this.mg.addDefensePost(b);
}
return b;
}
canBuild(unitType: UnitType, targetTile: TileRef): TileRef | false {
const cost = this.mg.unitInfo(unitType).cost(this);
if (!this.isAlive() || this.gold() < cost) {
return false;
}
switch (unitType) {
case UnitType.MIRV:
if (!this.mg.hasOwner(targetTile)) {
return false;
}
return this.nukeSpawn(targetTile);
case UnitType.AtomBomb:
case UnitType.HydrogenBomb:
return this.nukeSpawn(targetTile);
case UnitType.MIRVWarhead:
return targetTile;
case UnitType.Port:
return this.portSpawn(targetTile);
case UnitType.Warship:
return this.warshipSpawn(targetTile);
case UnitType.Shell:
case UnitType.SAMMissile:
return targetTile;
case UnitType.TransportShip:
return this.transportShipSpawn(targetTile);
case UnitType.TradeShip:
return this.tradeShipSpawn(targetTile);
case UnitType.MissileSilo:
case UnitType.DefensePost:
case UnitType.SAMLauncher:
case UnitType.City:
case UnitType.Construction:
return this.landBasedStructureSpawn(targetTile);
default:
assertNever(unitType);
}
}
nukeSpawn(tile: TileRef): TileRef | false {
const spawns = this.units(UnitType.MissileSilo)
.map((u) => u as Unit)
.sort(distSortUnit(this.mg, tile));
if (spawns.length == 0) {
return false;
}
return spawns[0].tile();
}
portSpawn(tile: TileRef): TileRef | false {
const spawns = Array.from(this.mg.bfs(tile, manhattanDistFN(tile, 20)))
.filter((t) => this.mg.owner(t) == this && this.mg.isOceanShore(t))
.sort(
(a, b) =>
this.mg.manhattanDist(a, tile) - this.mg.manhattanDist(b, tile),
);
if (spawns.length == 0) {
return false;
}
return spawns[0];
}
warshipSpawn(tile: TileRef): TileRef | false {
if (!this.mg.isOcean(tile)) {
return false;
}
const spawns = this.units(UnitType.Port).sort(
(a, b) =>
this.mg.manhattanDist(a.tile(), tile) -
this.mg.manhattanDist(b.tile(), tile),
);
if (spawns.length == 0) {
return false;
}
return spawns[0].tile();
}
landBasedStructureSpawn(tile: TileRef): TileRef | false {
if (this.mg.owner(tile) != this) {
return false;
}
return tile;
}
transportShipSpawn(targetTile: TileRef): TileRef | false {
if (!this.mg.isShore(targetTile)) {
return false;
}
const spawn = closestShoreFromPlayer(this.mg, this, targetTile);
if (spawn == null) {
return false;
}
return spawn;
}
tradeShipSpawn(targetTile: TileRef): TileRef | false {
const spawns = this.units(UnitType.Port).filter(
(u) => u.tile() == targetTile,
);
if (spawns.length == 0) {
return false;
}
return spawns[0].tile();
}
lastTileChange(): Tick {
return this._lastTileChange;
}
hash(): number {
return (
simpleHash(this.id()) * (this.population() + this.numTilesOwned()) +
this._units.reduce((acc, unit) => acc + unit.hash(), 0)
);
}
toString(): string {
return `Player:{name:${this.info().name},clientID:${
this.info().clientID
},isAlive:${this.isAlive()},troops:${
this._troops
},numTileOwned:${this.numTilesOwned()}}]`;
}
public playerProfile(): PlayerProfile {
const rel = {
relations: Object.fromEntries(
this.allRelationsSorted().map(({ player, relation }) => [
player.smallID(),
relation,
]),
),
alliances: this.alliances().map((a) => a.other(this).smallID()),
};
return rel;
}
public canBoat(tile: TileRef): boolean {
if (
this.units(UnitType.TransportShip).length >=
this.mg.config().boatMaxNumber()
) {
return false;
}
const dst = targetTransportTile(this.mg, tile);
if (dst == null) {
return false;
}
const other = this.mg.owner(tile);
if (other == this) {
return false;
}
if (other.isPlayer() && this.allianceWith(other)) {
return false;
}
if (this.mg.isOceanShore(dst)) {
let myPlayerBordersOcean = false;
for (const bt of this.borderTiles()) {
if (this.mg.isOceanShore(bt)) {
myPlayerBordersOcean = true;
break;
}
}
let otherPlayerBordersOcean = false;
if (!this.mg.hasOwner(tile)) {
otherPlayerBordersOcean = true;
} else {
for (const bt of (other as Player).borderTiles()) {
if (this.mg.isOceanShore(bt)) {
otherPlayerBordersOcean = true;
break;
}
}
}
if (myPlayerBordersOcean && otherPlayerBordersOcean) {
return this.canBuild(UnitType.TransportShip, dst) != false;
} else {
return false;
}
}
// Now we are boating in a lake, so do a bfs from target until we find
// a border tile owned by the player
const tiles = this.mg.bfs(
dst,
andFN(
manhattanDistFN(dst, 300),
(_, t: TileRef) => this.mg.isLake(t) || this.mg.isShore(t),
),
);
const sorted = Array.from(tiles).sort(
(a, b) => this.mg.manhattanDist(dst, a) - this.mg.manhattanDist(dst, b),
);
for (const t of sorted) {
if (this.mg.owner(t) == this) {
return this.canBuild(UnitType.TransportShip, dst) != false;
}
}
return false;
}
createAttack(
target: Player | TerraNullius,
troops: number,
sourceTile: TileRef,
): Attack {
const attack = new AttackImpl(
this._pseudo_random.nextID(),
target,
this,
troops,
sourceTile,
);
this._outgoingAttacks.push(attack);
if (target.isPlayer()) {
(target as PlayerImpl)._incomingAttacks.push(attack);
}
return attack;
}
outgoingAttacks(): Attack[] {
return this._outgoingAttacks;
}
incomingAttacks(): Attack[] {
return this._incomingAttacks;
}
public canAttack(tile: TileRef): boolean {
if (
this.mg.hasOwner(tile) &&
this.mg.config().numSpawnPhaseTurns() +
this.mg.config().spawnImmunityDuration() >
this.mg.ticks()
) {
return false;
}
if (this.mg.owner(tile) == this) {
return false;
}
if (
this.mg.hasOwner(tile) &&
this.isAlliedWith(this.mg.owner(tile) as Player)
) {
return false;
}
if (!this.mg.isLand(tile)) {
return false;
}
if (this.mg.hasOwner(tile)) {
return this.sharesBorderWith(this.mg.owner(tile));
} else {
for (const t of this.mg.bfs(
tile,
andFN(
(gm, t) => !gm.hasOwner(t) && gm.isLand(t),
manhattanDistFN(tile, 200),
),
)) {
for (const n of this.mg.neighbors(t)) {
if (this.mg.owner(n) == this) {
return true;
}
}
}
return false;
}
}
}