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Prevent SecretRule From Picking Invalid Presets (#27456) #1805

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12 changes: 5 additions & 7 deletions Content.IntegrationTests/Tests/GameRules/NukeOpsTest.cs
Original file line number Diff line number Diff line change
Expand Up @@ -118,8 +118,8 @@ public async Task TryStopNukeOpsFromConstantlyFailing()

// The game rule exists, and all the stations/shuttles/maps are properly initialized
var rule = entMan.AllComponents<NukeopsRuleComponent>().Single().Component;
var mapRule = entMan.AllComponents<LoadMapRuleComponent>().Single().Component;
foreach (var grid in mapRule.MapGrids)
var gridsRule = entMan.AllComponents<RuleGridsComponent>().Single().Component;
foreach (var grid in gridsRule.MapGrids)
{
Assert.That(entMan.EntityExists(grid));
Assert.That(entMan.HasComponent<MapGridComponent>(grid));
Expand All @@ -139,7 +139,7 @@ public async Task TryStopNukeOpsFromConstantlyFailing()
Assert.That(entMan.EntityExists(nukieShuttlEnt));

EntityUid? nukieStationEnt = null;
foreach (var grid in mapRule.MapGrids)
foreach (var grid in gridsRule.MapGrids)
{
if (entMan.HasComponent<StationMemberComponent>(grid))
{
Expand All @@ -155,10 +155,8 @@ public async Task TryStopNukeOpsFromConstantlyFailing()
Assert.That(entMan.EntityExists(nukieStation.Station));
Assert.That(nukieStation.Station, Is.Not.EqualTo(rule.TargetStation));

Assert.That(server.MapMan.MapExists(mapRule.Map));
var nukieMap = mapSys.GetMap(mapRule.Map!.Value);
Assert.That(server.MapMan.MapExists(rule.NukiePlanet));
var nukieMap = mapSys.GetMap(rule.NukiePlanet!.Value);
Assert.That(server.MapMan.MapExists(gridsRule.Map));
var nukieMap = mapSys.GetMap(gridsRule.Map!.Value);

var targetStation = entMan.GetComponent<StationDataComponent>(rule.TargetStation!.Value);
var targetGrid = targetStation.Grids.First();
Expand Down
20 changes: 19 additions & 1 deletion Content.Server/GameTicking/GameTicker.GameRule.cs
Original file line number Diff line number Diff line change
Expand Up @@ -9,6 +9,7 @@
using Robust.Shared.Console;
using Robust.Shared.Map;
using Robust.Shared.Prototypes;
using Robust.Shared.Localization;

namespace Content.Server.GameTicking;

Expand Down Expand Up @@ -71,6 +72,16 @@ public EntityUid AddGameRule(string ruleId)
var ruleEntity = Spawn(ruleId, MapCoordinates.Nullspace);
_sawmill.Info($"Added game rule {ToPrettyString(ruleEntity)}");
_adminLogger.Add(LogType.EventStarted, $"Added game rule {ToPrettyString(ruleEntity)}");
var str = Loc.GetString("station-event-system-run-event", ("eventName", ToPrettyString(ruleEntity)));
#if DEBUG
_chatManager.SendAdminAlert(str);
#else
if (RunLevel == GameRunLevel.InRound) // avoids telling admins the round type before it starts so that can be handled elsewhere.
{
_chatManager.SendAdminAlert(str);
}
#endif
Log.Info(str);

var ev = new GameRuleAddedEvent(ruleEntity, ruleId);
RaiseLocalEvent(ruleEntity, ref ev, true);
Expand Down Expand Up @@ -324,6 +335,13 @@ private void AddGameRuleCommand(IConsoleShell shell, string argstr, string[] arg

foreach (var rule in args)
{
if (!_prototypeManager.HasIndex(rule))
{
shell.WriteError($"Invalid game rule {rule} was skipped.");

continue;
}

if (shell.Player != null)
{
_adminLogger.Add(LogType.EventStarted, $"{shell.Player} tried to add game rule [{rule}] via command");
Expand Down Expand Up @@ -420,4 +438,4 @@ private string GetGameRulesListMessage(bool forChatWindow)
}

#endregion
}
}
3 changes: 3 additions & 0 deletions Content.Server/GameTicking/GameTicker.RoundFlow.cs
Original file line number Diff line number Diff line change
Expand Up @@ -186,6 +186,9 @@ public int ReadyPlayerCount()
if (!_playerManager.TryGetSessionById(userId, out _))
continue;

if (_banManager.GetRoleBans(userId) == null)
continue;

total++;
}

Expand Down
Original file line number Diff line number Diff line change
@@ -1,34 +1,34 @@
using Content.Server.GameTicking.Rules;
using Content.Server.Maps;
using Content.Shared.GridPreloader.Prototypes;
using Content.Shared.Storage;
using Content.Shared.Whitelist;
using Robust.Shared.Map;
using Robust.Shared.Prototypes;
using Robust.Shared.Utility;

namespace Content.Server.GameTicking.Rules.Components;

/// <summary>
/// This is used for a game rule that loads a map when activated.
/// Works with <see cref="RuleGridsComponent"/>.
/// </summary>
[RegisterComponent]
[RegisterComponent, Access(typeof(LoadMapRuleSystem))]
public sealed partial class LoadMapRuleComponent : Component
{
[DataField]
public MapId? Map;

/// <summary>
/// A <see cref="GameMapPrototype"/> to load on a new map.
/// </summary>
[DataField]
public ProtoId<GameMapPrototype>? GameMap;

/// <summary>
/// A map path to load on a new map.
/// </summary>
[DataField]
public ResPath? MapPath;

/// <summary>
/// A <see cref="PreloadedGridPrototype"/> to move to a new map.
/// If there are no instances left nothing is done.
/// </summary>
[DataField]
public ProtoId<PreloadedGridPrototype>? PreloadedGrid;

[DataField]
public List<EntityUid> MapGrids = new();

[DataField]
public EntityWhitelist? SpawnerWhitelist;
}
Original file line number Diff line number Diff line change
@@ -0,0 +1,30 @@
using Content.Server.GameTicking.Rules;
using Content.Shared.Whitelist;
using Robust.Shared.Map;

/// <summary>
/// Stores grids created by another gamerule component.
/// With <c>AntagSelection</c>, spawners on these grids can be used for its antags.
/// </summary>
[RegisterComponent, Access(typeof(RuleGridsSystem))]
public sealed partial class RuleGridsComponent : Component
{
/// <summary>
/// The map that was loaded.
/// </summary>
[DataField]
public MapId? Map;

/// <summary>
/// The grid entities that have been loaded.
/// </summary>
[DataField]
public List<EntityUid> MapGrids = new();

/// <summary>
/// Whitelist for a spawner to be considered for an antag.
/// All spawners must have <c>SpawnPointComponent</c> regardless to be found.
/// </summary>
[DataField]
public EntityWhitelist? SpawnerWhitelist;
}
4 changes: 4 additions & 0 deletions Content.Server/GameTicking/Rules/GameRuleSystem.Utility.cs
Original file line number Diff line number Diff line change
Expand Up @@ -126,4 +126,8 @@ protected bool TryFindRandomTileOnStation(Entity<StationDataComponent> station,
return found;
}

protected void ForceEndSelf(EntityUid uid, GameRuleComponent? component = null)
{
GameTicker.EndGameRule(uid, component);
}
}
21 changes: 15 additions & 6 deletions Content.Server/GameTicking/Rules/GameRuleSystem.cs
Original file line number Diff line number Diff line change
Expand Up @@ -41,11 +41,20 @@ private void OnStartAttempt(RoundStartAttemptEvent args)
if (args.Players.Length >= minPlayers)
continue;

ChatManager.SendAdminAnnouncement(Loc.GetString("preset-not-enough-ready-players",
("readyPlayersCount", args.Players.Length),
("minimumPlayers", minPlayers),
("presetName", ToPrettyString(uid))));
args.Cancel();
// if (gameRule.CancelPresetOnTooFewPlayers)
// {
// ChatManager.SendAdminAnnouncement(Loc.GetString("preset-not-enough-ready-players",
// ("readyPlayersCount", args.Players.Length),
// ("minimumPlayers", minPlayers),
// ("presetName", ToPrettyString(uid))));
// args.Cancel();
// }
// else
// {
// GameTicker.EndGameRule(uid, component);
// }

GameTicker.EndGameRule(uid, gameRule);
}
}

Expand Down Expand Up @@ -135,4 +144,4 @@ public override void Update(float frameTime)
ActiveTick(uid, comp1, comp2, frameTime);
}
}
}
}
90 changes: 30 additions & 60 deletions Content.Server/GameTicking/Rules/LoadMapRuleSystem.cs
Original file line number Diff line number Diff line change
@@ -1,9 +1,6 @@
using Content.Server.Antag;
using Content.Server.GameTicking.Rules.Components;
using Content.Server.Spawners.Components;
using Content.Server.GridPreloader;
using Content.Shared.GameTicking.Components;
using Content.Shared.Whitelist;
using Robust.Server.GameObjects;
using Robust.Server.Maps;
using Robust.Shared.Map;
Expand All @@ -14,97 +11,70 @@ namespace Content.Server.GameTicking.Rules;
public sealed class LoadMapRuleSystem : GameRuleSystem<LoadMapRuleComponent>
{
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
[Dependency] private readonly IMapManager _mapManager = default!;
[Dependency] private readonly MapSystem _map = default!;
[Dependency] private readonly MapLoaderSystem _mapLoader = default!;
[Dependency] private readonly MetaDataSystem _metaData = default!;
[Dependency] private readonly TransformSystem _transform = default!;
[Dependency] private readonly GridPreloaderSystem _gridPreloader = default!;
[Dependency] private readonly EntityWhitelistSystem _whitelistSystem = default!;

public override void Initialize()
{
base.Initialize();

SubscribeLocalEvent<LoadMapRuleComponent, AntagSelectLocationEvent>(OnSelectLocation);
SubscribeLocalEvent<GridSplitEvent>(OnGridSplit);
}

private void OnGridSplit(ref GridSplitEvent args)
{
var rule = QueryActiveRules();
while (rule.MoveNext(out _, out var mapComp, out _))
{
if (!mapComp.MapGrids.Contains(args.Grid))
continue;

mapComp.MapGrids.AddRange(args.NewGrids);
break;
}
}

protected override void Added(EntityUid uid, LoadMapRuleComponent comp, GameRuleComponent rule, GameRuleAddedEvent args)
{
if (comp.Map != null)
if (comp.PreloadedGrid != null && !_gridPreloader.PreloadingEnabled)
{
// Preloading will never work if it's disabled, duh
Log.Debug($"Immediately ending {ToPrettyString(uid):rule} as preloading grids is disabled by cvar.");
ForceEndSelf(uid, rule);
return;
}

// grid preloading needs map to init after moving it
var mapUid = comp.PreloadedGrid != null ? _map.CreateMap(out var mapId, false) : _map.CreateMap(out mapId);
_metaData.SetEntityName(mapUid, $"LoadMapRule destination for rule {ToPrettyString(uid)}");
comp.Map = mapId;
var mapUid = _map.CreateMap(out var mapId, runMapInit: comp.PreloadedGrid == null);

Log.Info($"Created map {mapId} for {ToPrettyString(uid):rule}");

IReadOnlyList<EntityUid> grids;
if (comp.GameMap != null)
{
var gameMap = _prototypeManager.Index(comp.GameMap.Value);
comp.MapGrids.AddRange(GameTicker.LoadGameMap(gameMap, comp.Map.Value, new MapLoadOptions()));
grids = GameTicker.LoadGameMap(gameMap, mapId, new MapLoadOptions());
}
else if (comp.MapPath != null)
else if (comp.MapPath is {} path)
{
if (!_mapLoader.TryLoad(comp.Map.Value,
comp.MapPath.Value.ToString(),
out var roots,
new MapLoadOptions { LoadMap = true }))
var options = new MapLoadOptions { LoadMap = true };
if (!_mapLoader.TryLoad(mapId, path.ToString(), out var roots, options))
{
_mapManager.DeleteMap(mapId);
Log.Error($"Failed to load map from {path}!");
Del(mapUid);
ForceEndSelf(uid, rule);
return;
}

comp.MapGrids.AddRange(roots);
grids = roots;
}
else if (comp.PreloadedGrid != null)
else if (comp.PreloadedGrid is {} preloaded)
{
// TODO: If there are no preloaded grids left, any rule announcements will still go off!
if (!_gridPreloader.TryGetPreloadedGrid(comp.PreloadedGrid.Value, out var loadedShuttle))
if (!_gridPreloader.TryGetPreloadedGrid(preloaded, out var loadedShuttle))
{
_mapManager.DeleteMap(mapId);
Log.Error($"Failed to get a preloaded grid with {preloaded}!");
Del(mapUid);
ForceEndSelf(uid, rule);
return;
}

_transform.SetParent(loadedShuttle.Value, mapUid);
comp.MapGrids.Add(loadedShuttle.Value);
_map.InitializeMap(mapId);
grids = new List<EntityUid>() { loadedShuttle.Value };
_map.InitializeMap(mapUid);
}
else
{
Log.Error($"No valid map prototype or map path associated with the rule {ToPrettyString(uid)}");
Del(mapUid);
ForceEndSelf(uid, rule);
return;
}
}

private void OnSelectLocation(Entity<LoadMapRuleComponent> ent, ref AntagSelectLocationEvent args)
{
var query = EntityQueryEnumerator<SpawnPointComponent, TransformComponent>();
while (query.MoveNext(out var uid, out _, out var xform))
{
if (xform.MapID != ent.Comp.Map)
continue;

if (xform.GridUid == null || !ent.Comp.MapGrids.Contains(xform.GridUid.Value))
continue;

if (_whitelistSystem.IsWhitelistFail(ent.Comp.SpawnerWhitelist, uid))
continue;

args.Coordinates.Add(_transform.GetMapCoordinates(xform));
}
var ev = new RuleLoadedGridsEvent(mapId, grids);
RaiseLocalEvent(uid, ref ev);
}
}
12 changes: 6 additions & 6 deletions Content.Server/GameTicking/Rules/NukeopsRuleSystem.cs
Original file line number Diff line number Diff line change
Expand Up @@ -266,10 +266,10 @@ private void OnMapInit(Entity<NukeOpsShuttleComponent> ent, ref MapInitEvent arg
{
var map = Transform(ent).MapID;

var rules = EntityQueryEnumerator<NukeopsRuleComponent, LoadMapRuleComponent>();
while (rules.MoveNext(out var uid, out _, out var mapRule))
var rules = EntityQueryEnumerator<NukeopsRuleComponent, RuleGridsComponent>();
while (rules.MoveNext(out var uid, out _, out var grids))
{
if (map != mapRule.Map)
if (map != grids.Map)
continue;
ent.Comp.AssociatedRule = uid;
break;
Expand Down Expand Up @@ -330,7 +330,7 @@ private void OnWarDeclared(ref WarDeclaredEvent ev)
if (nukeops.WarDeclaredTime != null)
continue;

if (TryComp<LoadMapRuleComponent>(uid, out var mapComp) && Transform(ev.DeclaratorEntity).MapID != mapComp.Map)
if (TryComp<RuleGridsComponent>(uid, out var grids) && Transform(ev.DeclaratorEntity).MapID != grids.Map)
continue;

var newStatus = GetWarCondition(nukeops, ev.Status);
Expand Down Expand Up @@ -451,7 +451,7 @@ private void CheckRoundShouldEnd(Entity<NukeopsRuleComponent> ent)

// Check that there are spawns available and that they can access the shuttle.
var spawnsAvailable = EntityQuery<NukeOperativeSpawnerComponent>(true).Any();
if (spawnsAvailable && CompOrNull<LoadMapRuleComponent>(ent)?.Map == shuttleMapId)
if (spawnsAvailable && CompOrNull<RuleGridsComponent>(ent)?.Map == shuttleMapId)
return; // Ghost spawns can still access the shuttle. Continue the round.

// The shuttle is inaccessible to both living nuke operatives and yet to spawn nuke operatives,
Expand Down Expand Up @@ -484,7 +484,7 @@ private void OnAfterAntagEntSelected(Entity<NukeopsRuleComponent> ent, ref After
/// Is this method the shitty glue holding together the last of my sanity? yes.
/// Do i have a better solution? not presently.
/// </remarks>
private EntityUid? GetOutpost(Entity<LoadMapRuleComponent?> ent)
private EntityUid? GetOutpost(Entity<RuleGridsComponent?> ent)
{
if (!Resolve(ent, ref ent.Comp, false))
return null;
Expand Down
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