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https://gitea.wildfiregames.com/0ad/0ad
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`Engine.SetViewedPlayer` and `Engine.SetPlayerID` could be used to reveal the map from GUI scripts and the in game console. This is prevented by querying the simulation whether this player is allowed to call thous functions. These two vulnerabilities were introduced with their respective features:20e7d2224aintroduced SetPlayerID to allow controlling other players using the developer overlay.a2f7d4d82aintroduced SetViewedPlayer to allow observers to change the perspective. (cherry picked from commit023527e56e) Signed-off-by: Itms <itms@wildfiregames.com>
208 lines
5.2 KiB
C++
208 lines
5.2 KiB
C++
/* Copyright (C) 2024 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "precompiled.h"
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#include "JSInterface_Game.h"
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#include "graphics/Terrain.h"
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#include "network/NetClient.h"
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#include "network/NetServer.h"
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#include "ps/CLogger.h"
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#include "ps/Filesystem.h"
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#include "ps/Game.h"
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#include "ps/GameSetup/GameSetup.h"
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#include "ps/Replay.h"
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#include "ps/World.h"
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#include "scriptinterface/FunctionWrapper.h"
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#include "scriptinterface/StructuredClone.h"
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#include "simulation2/system/TurnManager.h"
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#include "simulation2/Simulation2.h"
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#include "soundmanager/SoundManager.h"
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namespace JSI_Game
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{
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void StartGame(const ScriptInterface& guiInterface, JS::HandleValue attribs, int playerID, bool storeReplay)
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{
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ENSURE(!g_NetServer);
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ENSURE(!g_NetClient);
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ENSURE(!g_Game);
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g_Game = new CGame(storeReplay);
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// Convert from GUI script context to sim script context/
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CSimulation2* sim = g_Game->GetSimulation2();
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ScriptRequest rqSim(sim->GetScriptInterface());
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JS::RootedValue gameAttribs(rqSim.cx, Script::CloneValueFromOtherCompartment(sim->GetScriptInterface(), guiInterface, attribs));
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g_Game->SetPlayerID(playerID);
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g_Game->StartGame(&gameAttribs, "");
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}
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void Script_EndGame()
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{
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EndGame();
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}
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int GetPlayerID()
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{
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if (!g_Game)
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return -1;
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return g_Game->GetPlayerID();
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}
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void SetPlayerID(const ScriptRequest& rq, int id)
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{
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if (!g_Game)
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return;
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int currentID = g_Game->GetPlayerID();
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if (currentID == id)
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return;
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if (g_Game->CheatsEnabled())
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g_Game->SetPlayerID(id);
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else
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ScriptException::Raise(rq, "Changing player ID with cheats disabled is prohibited");
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}
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void SetViewedPlayer(const ScriptRequest& rq, int id)
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{
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if (!g_Game)
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return;
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int playerID = g_Game->GetPlayerID();
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if (playerID == id)
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return;
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// Forbid active players to reveal the map by changing perspective, unless cheats are allowed.
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if (playerID == -1 || g_Game->CheatsEnabled() || g_Game->PlayerFinished(playerID))
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g_Game->SetViewedPlayerID(id);
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else
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ScriptException::Raise(rq, "Changing the perspective with cheats disabled is prohibited");
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}
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float GetSimRate()
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{
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return g_Game->GetSimRate();
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}
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void SetSimRate(float rate)
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{
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g_Game->SetSimRate(rate);
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}
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int GetPendingTurns()
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{
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if (!g_Game || !g_Game->GetTurnManager())
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return 0;
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return g_Game->GetTurnManager()->GetPendingTurns();
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}
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bool IsPaused(const ScriptRequest& rq)
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{
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if (!g_Game)
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{
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ScriptException::Raise(rq, "Game is not started");
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return false;
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}
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return g_Game->m_Paused;
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}
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void SetPaused(const ScriptRequest& rq, bool pause, bool sendMessage)
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{
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if (!g_Game)
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{
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ScriptException::Raise(rq, "Game is not started");
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return;
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}
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g_Game->m_Paused = pause;
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#if CONFIG2_AUDIO
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if (g_SoundManager)
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{
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g_SoundManager->PauseAmbient(pause);
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g_SoundManager->PauseAction(pause);
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}
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#endif
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if (g_NetClient && sendMessage)
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g_NetClient->SendPausedMessage(pause);
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}
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bool IsVisualReplay()
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{
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if (!g_Game)
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return false;
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return g_Game->IsVisualReplay();
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}
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std::wstring GetCurrentReplayDirectory()
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{
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if (!g_Game)
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return std::wstring();
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if (g_Game->IsVisualReplay())
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return g_Game->GetReplayPath().Parent().Filename().string();
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return g_Game->GetReplayLogger().GetDirectory().Filename().string();
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}
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void EnableTimeWarpRecording(unsigned int numTurns)
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{
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g_Game->GetTurnManager()->EnableTimeWarpRecording(numTurns);
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}
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void RewindTimeWarp()
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{
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g_Game->GetTurnManager()->RewindTimeWarp();
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}
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void DumpTerrainMipmap()
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{
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VfsPath filename(L"screenshots/terrainmipmap.png");
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g_Game->GetWorld()->GetTerrain().GetHeightMipmap().DumpToDisk(filename);
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OsPath realPath;
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g_VFS->GetRealPath(filename, realPath);
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LOGMESSAGERENDER("Terrain mipmap written to '%s'", realPath.string8());
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}
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void RegisterScriptFunctions(const ScriptRequest& rq)
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{
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ScriptFunction::Register<&StartGame>(rq, "StartGame");
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ScriptFunction::Register<&Script_EndGame>(rq, "EndGame");
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ScriptFunction::Register<&GetPlayerID>(rq, "GetPlayerID");
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ScriptFunction::Register<&SetPlayerID>(rq, "SetPlayerID");
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ScriptFunction::Register<&SetViewedPlayer>(rq, "SetViewedPlayer");
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ScriptFunction::Register<&GetSimRate>(rq, "GetSimRate");
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ScriptFunction::Register<&SetSimRate>(rq, "SetSimRate");
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ScriptFunction::Register<&GetPendingTurns>(rq, "GetPendingTurns");
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ScriptFunction::Register<&IsPaused>(rq, "IsPaused");
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ScriptFunction::Register<&SetPaused>(rq, "SetPaused");
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ScriptFunction::Register<&IsVisualReplay>(rq, "IsVisualReplay");
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ScriptFunction::Register<&GetCurrentReplayDirectory>(rq, "GetCurrentReplayDirectory");
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ScriptFunction::Register<&EnableTimeWarpRecording>(rq, "EnableTimeWarpRecording");
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ScriptFunction::Register<&RewindTimeWarp>(rq, "RewindTimeWarp");
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ScriptFunction::Register<&DumpTerrainMipmap>(rq, "DumpTerrainMipmap");
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}
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}
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