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Config.cs
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Config.cs
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namespace Chireiden.TShock.Omni;
/// <summary>
/// This is the config file for Omni.
/// </summary>
public class Config
{
/// <summary>
/// Weather to show the config file on load/reload.
/// </summary>
public Optional<bool> ShowConfig = Optional.Default(false);
/// <summary>
/// Weather to log all exceptions.
/// </summary>
public Optional<bool> LogFirstChance = Optional.Default(false, true);
/// <summary>
/// DateTime format for logging.
/// </summary>
public Optional<string> DateTimeFormat = Optional.Default("yyyy-MM-dd HH:mm:ss.fff");
/// <summary>
/// Let Chireiden.TShock.Omni to handle packets earlier.
/// </summary>
public Optional<bool> PrioritizedPacketHandle = Optional.Default(true);
/// <summary>
/// The wildcard of matching all players. Directly using "*" itself is not
/// suggested as some commands might have special meaning for it.
/// </summary>
public Optional<List<string>> PlayerWildcardFormat = Optional.Default(new List<string> {
"*all*"
});
/// <summary>
/// The pattern of matching the server itself.
/// </summary>
public Optional<List<string>> ServerWildcardFormat = Optional.Default(new List<string> {
"*server*",
"*console*",
});
/// <summary>
/// Hidden commands that won't show up in the help.
/// </summary>
public Optional<List<string>> HideCommands = Optional.Default(new List<string> {
DefinedConsts.Commands.Whynot,
DefinedConsts.Commands.Admin.DebugStat,
DefinedConsts.Commands.ResetCharacter,
DefinedConsts.Commands.Ping,
DefinedConsts.Commands.Echo,
DefinedConsts.Commands.Admin.ApplyDefaultPermission,
DefinedConsts.Commands.Admin.InspectTileFrame,
DefinedConsts.Commands.Admin.RunBackground,
DefinedConsts.Commands.Admin.RunLocked,
});
/// <summary>
/// Startup commands.
/// </summary>
public Optional<List<string>> StartupCommands = Optional.Default(new List<string>());
/// <summary>
/// Rename commands. The key of the dictionary is the method name with the full name of the declaring type, e.g. "Chireiden.TShock.Omni.Plugin.Command_PermissionCheck".
/// </summary>
public Optional<Dictionary<string, List<string>>> CommandRenames = Optional.Default(new Dictionary<string, List<string>>());
/// <summary>
/// Random features of improvement.
/// </summary>
public Optional<EnhancementsSettings> Enhancements = Optional.Default(new EnhancementsSettings());
/// <summary>
/// Troubleshooting networking issues.
/// </summary>
public Optional<DebugPacketSettings> DebugPacket = Optional.Default(new DebugPacketSettings());
/// <summary>
/// Problems that should be fixed.
/// </summary>
public Optional<SoundnessSettings> Soundness = Optional.Default(new SoundnessSettings(), true);
public Optional<PermissionSettings> Permission = Optional.Default(new PermissionSettings());
public Optional<Modes> Mode = Optional.Default(new Modes());
/// <summary>
/// Other settings that can't be perfectly resolved and might have side effects.
/// </summary>
public Optional<MitigationSettings> Mitigation = Optional.Default(new MitigationSettings());
public record class EnhancementsSettings
{
/// <summary>
/// Remove unused client-side objects to save memory.
/// </summary>
public Optional<bool> TrimMemory = Optional.Default(true, true);
/// <summary>
/// Alternative command syntax implementation.
/// Allow multiple commands in one line, quote inside text (e.g. te"x"t)
/// <para>
/// Note: this is not fully compatible with TShock's command syntax.
/// </para>
/// </summary>
public Optional<bool> AlternativeCommandSyntax = Optional.Default(true);
/// <summary>
/// Override config file with CLI input (port, maxplayers)
/// </summary>
public Optional<bool> CLIoverConfig = Optional.Default(true, true);
/// <summary>
/// Fix the broken default language detect.
/// <see href="https://github.com/Pryaxis/TShock/issues/2957" />
/// </summary>
public Optional<bool> DefaultLanguageDetect = Optional.Default(true, true);
/// <summary>
/// Action for TShock's update
/// </summary>
public Optional<UpdateOptions> SuppressUpdate = Optional.Default(UpdateOptions.Silent);
/// <summary>
/// <para>
/// Socket Provider
/// </para>
/// <para>
/// Different types of wrapper implementation around socket. May affect the memory usage.
/// </para>
/// </summary>
public Optional<SocketType> Socket = Optional.Default(SocketType.AnotherAsyncSocketAsFallback, true);
public Optional<NameCollisionAction> NameCollision = Optional.Default(NameCollisionAction.Unhandled, true);
/// <summary>
/// A few experimental tile providers. Offering slightly better performance but uses more memory (same as vanilla).
/// </summary>
public Optional<TileProviderOptions> TileProvider = Optional.Default(TileProviderOptions.AsIs, true);
/// <summary>
/// Allow extra large worlds. This only applies to the server.
/// Vanilla PC clients will crash when the world is too large, modded or PE clients works fine.
/// </summary>
public Optional<bool> ExtraLargeWorld = Optional.Default(true, true);
/// <summary>
/// Show command aliases in the help.
/// <para>
/// /broadcast (/bc), /whisper (/w), ...
/// </para>
/// </summary>
public Optional<int> ShowCommandAlias = Optional.Default(0);
/// <summary>
/// Support regex (`namea:player.*`) and IP mask (`ipa:1.1.0.0/16`).
/// </summary>
public Optional<bool> BanPattern = Optional.Default(true, true);
/// <summary>
/// Try to resolve references from loaded assemblies.
/// </summary>
public Optional<bool> ResolveAssembly = Optional.Default(true);
/// <summary>
/// IPv6 Dual Stack Support
/// </summary>
public Optional<bool> IPv6DualStack = Optional.Default(true);
public enum UpdateOptions
{
Silent,
Disabled,
AsIs,
}
/// <summary>
/// We found 'memory leak', from the memory dump it seems that the async networking is using much more memory than expected.
/// <code>
/// System.Threading.ThreadPool.s_workQueue
/// -> System.Net.Sockets.SocketAsyncContext+BufferMemorySendOperation
/// -> System.Action<System.Int32, System.Byte[], System.Int32, System.Net.Sockets.SocketFlags, System.Net.Sockets.SocketError>
/// -> System.Net.Sockets.Socket.AwaitableSocketAsyncEventArgs
/// -> System.Threading.QueueUserWorkItemCallbackDefaultContext
/// -> System.Net.Sockets.SocketAsyncContext+BufferMemorySendOperation
/// -> System.Action<System.Int32, System.Byte[], System.Int32, System.Net.Sockets.SocketFlags, System.Net.Sockets.SocketError>
/// -> System.Net.Sockets.Socket.AwaitableSocketAsyncEventArgs
/// </code>
/// This 'memory leak' is now confirmed to be related to <seealso cref="Chireiden.TShock.Omni.Config.MitigationSettings.InventorySlotPE"/>.
/// </summary>
public enum SocketType
{
Vanilla,
TShock,
AsIs,
Unset,
HackyBlocked,
HackyAsync,
AnotherAsyncSocket,
AnotherAsyncSocketAsFallback
}
public enum NameCollisionAction
{
/// <summary>
/// Kick the first player
/// </summary>
First,
/// <summary>
/// Kick the second player
/// </summary>
Second,
/// <summary>
/// Kick both players
/// </summary>
Both,
/// <summary>
/// Kick neither player
/// </summary>
None,
/// <summary>
/// Kick whoever does not using a known ip and not logged in, fallback to <see cref="Second"/>
/// </summary>
Known,
/// <summary>
/// Do nothing
/// </summary>
Unhandled,
}
public enum TileProviderOptions
{
AsIs,
CheckedTypedCollection,
CheckedGenericCollection,
}
}
public record class DebugPacketSettings
{
public Optional<PacketFilter> In = Optional.Default(new PacketFilter(false), true);
public Optional<PacketFilter> Out = Optional.Default(new PacketFilter(false), true);
public Optional<PacketFilter> BytesOut = Optional.Default(new PacketFilter(false), true);
public Optional<CatchedException> ShowCatchedException = Optional.Default(CatchedException.Uncommon);
public enum CatchedException
{
None,
Uncommon,
All,
}
}
public unsafe struct PacketFilter : IEquatable<PacketFilter>
{
public static readonly byte MaxPacket = (byte) Enum.GetValues(typeof(PacketTypes)).Cast<int>().Max();
private fixed bool _matches[byte.MaxValue];
public PacketFilter(bool accept)
{
for (var i = 0; i < byte.MaxValue; i++)
{
this._matches[i] = accept;
}
}
public PacketFilter(params byte[] accept)
{
foreach (var value in accept)
{
this._matches[value] = true;
}
}
public readonly bool Handle(byte type)
{
return this._matches[type];
}
public readonly bool Handle(int type)
{
return this.Handle((byte) type);
}
public readonly bool Handle(PacketTypes type)
{
return this.Handle((byte) type);
}
public readonly bool Equals(PacketFilter other)
{
var eq = true;
for (var i = 0; i < byte.MaxValue; i++)
{
eq &= this._matches[i] == other._matches[i];
}
return eq;
}
public override readonly bool Equals(object? obj)
{
return obj is PacketFilter pf && this.Equals(pf);
}
public override readonly int GetHashCode()
{
var h = 0;
for (var i = 0; i < byte.MaxValue; i++)
{
h ^= Convert.ToInt32(this._matches[i]) << (i % 32);
}
return h;
}
public static bool operator ==(PacketFilter left, PacketFilter right) => left.Equals(right);
public static bool operator !=(PacketFilter left, PacketFilter right) => !(left == right);
}
public record class SoundnessSettings
{
/// <summary>
/// Permission restrict server-side tile modification projectiles like liquid bombs & rockets, dirt bombs.
/// </summary>
public Optional<bool> ProjectileKillMapEditRestriction = Optional.Default(true);
/// <summary>
/// Restrict quick stack to have build permission.
/// </summary>
public Optional<bool> QuickStackRestriction = Optional.Default(true);
/// <summary>
/// Restrict sign edit to have build permission.
/// </summary>
public Optional<bool> SignEditRestriction = Optional.Default(true);
/// <summary>
/// Restrict tile entity interaction to have build permission.
/// </summary>
public Optional<bool> ObjectInteractionRestriction = Optional.Default(true);
/// <summary>
/// <para>
/// Might experience encoding issues when using legacy Windows.
/// </para>
/// <para>
/// This will try to reset the encoding.
/// Default: -1, use Encoding.Default when Win32NT and Version <= 10
/// </para>
/// </summary>
public Optional<int> UseDefaultEncoding = Optional.Default(Environment.OSVersion.Platform == PlatformID.Win32NT && Environment.OSVersion.Version.Major < 10 ? -1 : 0);
/// <summary>
/// <para>
/// Terraria will translate chat commands into command id. TShock
/// translate them back to keep the command working.
/// However, when the server and the client have different locale,
/// a enUS player send `/help` will be sent as `CommandId: Help`
/// and a deDE server will translate it back to `/hilfe`, thus the
/// command is broken.
/// </para>
/// <para>Cause some commands broken.</para>
/// <para>
/// This will try to change the translate target to enUS, so that
/// the command will be translated back to `/help`. A deDE player
/// may run `/help` (CommandId: Say, Content: /help) or
/// `/hilfe` (CommandId: Help), and both works.
/// </para>
/// <see href="https://github.com/Pryaxis/TShock/issues/2914"/>
/// </summary>
public Optional<bool> UseEnglishCommand = Optional.Default(true, true);
/// <summary>
/// <para>
/// Accept vanilla localized command, which is already done via <see cref="UseEnglishCommand"/> if the
/// command comes from the client. However, the localized commands from the server side is still broken.
/// </para>
/// <para>
/// This will add alias for related commands. Requires <see cref="UseEnglishCommand"/>.
/// </para>
/// </summary>
public Optional<bool> AllowVanillaLocalizedCommand = Optional.Default(true, true);
}
public record class PermissionSettings
{
public Optional<PermissionLogSettings> Log = Optional.Default(new PermissionLogSettings());
public Optional<PresetSettings> Preset = Optional.Default(new PresetSettings());
public record class PermissionLogSettings
{
public Optional<bool> Enabled = Optional.Default(true);
public Optional<int> LogCount = Optional.Default(50);
public Optional<bool> LogDuplicate = Optional.Default(false, true);
public Optional<double> LogDistinctTime = Optional.Default(1.0, true);
public Optional<bool> LogStackTrace = Optional.Default(false, true);
}
public record class PresetSettings
{
public Optional<bool> Enabled = Optional.Default(true);
public Optional<bool> AlwaysApply = Optional.Default(false, true);
public Optional<bool> DebugForAdminOnly = Optional.Default(false);
}
}
public record class Modes
{
public Optional<BuildingMode> Building = Optional.Default(new BuildingMode(), true);
public Optional<PvPMode> PvP = Optional.Default(new PvPMode(), true);
public Optional<VanillaMode> Vanilla = Optional.Default(new VanillaMode());
public record class BuildingMode
{
public Optional<bool> Enabled = Optional.Default(false);
}
public record class PvPMode
{
public Optional<bool> Enabled = Optional.Default(false);
}
public record class VanillaMode
{
public Optional<bool> Enabled = Optional.Default(false);
public Optional<List<string>> Permissions = Optional.Default(new List<string> {
TShockAPI.Permissions.canregister,
TShockAPI.Permissions.canlogin,
TShockAPI.Permissions.canlogout,
TShockAPI.Permissions.canchangepassword,
TShockAPI.Permissions.hurttownnpc,
TShockAPI.Permissions.spawnpets,
TShockAPI.Permissions.summonboss,
TShockAPI.Permissions.startinvasion,
TShockAPI.Permissions.startdd2,
TShockAPI.Permissions.home,
TShockAPI.Permissions.spawn,
TShockAPI.Permissions.rod,
TShockAPI.Permissions.wormhole,
TShockAPI.Permissions.pylon,
TShockAPI.Permissions.tppotion,
TShockAPI.Permissions.magicconch,
TShockAPI.Permissions.demonconch,
TShockAPI.Permissions.editspawn,
TShockAPI.Permissions.usesundial,
TShockAPI.Permissions.movenpc,
TShockAPI.Permissions.canbuild,
TShockAPI.Permissions.canpaint,
TShockAPI.Permissions.toggleparty,
TShockAPI.Permissions.whisper,
TShockAPI.Permissions.canpartychat,
TShockAPI.Permissions.cantalkinthird,
TShockAPI.Permissions.canchat,
TShockAPI.Permissions.synclocalarea,
TShockAPI.Permissions.sendemoji,
DefinedConsts.Permission.Ping
});
public Optional<bool> AllowJourneyPowers = Optional.Default(false);
public Optional<bool> IgnoreAntiCheat = Optional.Default(false);
public Optional<VanillaAntiCheat> AntiCheat = Optional.Default(new VanillaAntiCheat(), true);
public record class VanillaAntiCheat
{
public Optional<bool> Enabled = Optional.Default(false);
}
}
}
public record class MitigationSettings
{
public Optional<bool> DisableAllMitigation = Optional.Default(false, true);
/// <summary>
/// <para>
/// Mobile (PE) client keep (likely per frame) send PlayerSlot packet
/// to the server if any item exists in non-active loadout.
/// </para>
/// <para>Cause lag and high memory usage.</para>
/// <para>
/// This will silently proceed the packet without boardcasting it, and
/// stop future unnecessary sync.
/// </para>
/// Tracking: <see href="https://forums.terraria.org/index.php?threads/network-broadcast-storm.117270/"/>
/// </summary>
public Optional<bool> InventorySlotPE = Optional.Default(true, true);
/// <summary>
/// <para>
/// Mobile (PE) client can use healing potion (etc.) without getting
/// or being restricted by PotionSickness.
/// </para>
/// <para>Cause imbalance.</para>
/// <para>
/// This will silently revert the attempt of healing.
/// Item is still consumed as punishment.
/// </para>
/// Tracking: <see href="https://forums.terraria.org/index.php?threads/almost-invincible-by-healing-with-potions-but-without-cooldown.117269/"/>
/// </summary>
public Optional<bool> PotionSicknessPE = Optional.Default(true, true);
/// <summary>
/// <para>
/// Similar to <seealso cref="PotionSicknessPE"/>, but generic for
/// all items.
/// </para>
/// <para>Cause imbalance.</para>
/// <para>
/// This will silently revert the attempt of using the item.
/// Might cause player slightly desync when they try to do so.
/// </para>
/// Tracking: <see href="https://forums.terraria.org/index.php?threads/almost-invincible-by-healing-with-potions-but-without-cooldown.117269/"/>
/// </summary>
public Optional<bool> SwapWhileUsePE = Optional.Default(true, true);
/// <summary>
/// <para>
/// Whether to revert the player action or not. Likely causes
/// obvious latency desync (laggy/backwards teleport).
/// </para>
/// </summary>
public Optional<bool> SwapWhileUsePEHandleAttempt = Optional.Default(false, true);
/// <summary>
/// <para>
/// Chat spam rate limit. This restriction also applies to commands.
/// Each item is a pair of rate and maximum.
/// </para>
/// <para>Higher rate and lower maximum means more strict.</para>
/// <para>
/// The default limit:
/// 3 messages per 5 seconds,
/// 5 messages per 20 seconds
/// </para>
/// </summary>
public Optional<List<LimiterConfig>> ChatSpamRestrict = Optional.Default(new List<LimiterConfig> {
new LimiterConfig { RateLimit = 1.6, Maximum = 5 },
new LimiterConfig { RateLimit = 4, Maximum = 20 }
});
/// <summary>
/// <para>
/// Restrict the rate of sending <seealso cref="PacketTypes.NpcUpdateBuff"/>.
/// In some cases, the client will send <seealso cref="PacketTypes.NpcAddBuff"/> frequently,
/// and the server will boardcast in O(n^2) and cause network storm.
/// </para>
/// <para>Likely caused by shimmer.</para>
/// <para>
/// This will replace the logic of these two packets and only boardcast at time interval.
/// Use with caution.
/// </para>
/// </summary>
public Optional<bool> NpcUpdateBuffRateLimit = Optional.Default(false, true);
/// <summary>
/// <para>
/// Some terminals does not support Operating System Commands (OSCs) for setting the title.
/// This will cause title being interpreted as stdio.
/// </para>
/// <para>
/// linux should support OSC commands according to the implementation of <seealso cref="Console.Title"/>,
/// but some doesn't.
/// <see href="https://source.dot.net/#System.Console/System/TerminalFormatStrings.cs,e0a3bdd93a9caf05,references" />
/// </para>
/// <para>Cause spam in console.</para>
/// <para>
/// This will prevent the title from being set if TERM has no xterm.
/// </para>
/// </summary>
public Optional<TitleSuppression> SuppressTitle = Optional.Default(TitleSuppression.Smart, true);
/// <summary>
/// <para>
/// Some script kiddies spam connection requests to the server and occupy the connection pool.
/// </para>
/// <para>Cause player unable to connect.</para>
/// <para>
/// This will silently drop the connection request that exceeds the limit.
/// Does not apply to local address.
/// </para>
/// <para>
/// The default limit:
/// 1.6 connections per 5 seconds,
/// 4 connections per 60 seconds
/// </para>
/// </summary>
public Optional<List<LimiterConfig>> ConnectionLimit = Optional.Default(new List<LimiterConfig> {
new LimiterConfig { RateLimit = 3, Maximum = 5 },
new LimiterConfig { RateLimit = 15, Maximum = 60 },
});
/// <summary>
/// The restricted network type - all, public ipv4, none
/// </summary>
public Optional<NetworkLimit> LimitedNetwork = Optional.Default(NetworkLimit.Public, true);
/// <summary>
/// <para>
/// Some script kiddies spam connection requests to the server and occupy the connection pool.
/// </para>
/// <para>Cause player unable to connect.</para>
/// <para>
/// This will disconnect the client if they are in the state for too long.
/// Also apply to local address.
/// </para>
/// <para>
/// The default limit:
/// Socket created: 1 second
/// <seealso cref="PacketTypes.ConnectRequest" /> received: +3 seconds
/// </para>
/// </summary>
public Optional<Dictionary<int, double>> ConnectionStateTimeout = Optional.Default(new Dictionary<int, double> {
{ 0, 1 },
{ 1, 4 },
}, true);
/// <summary>
/// <para>
/// Disabled players are restricted from most actions including being hurt.
/// </para>
/// <para>Cause imbalance.</para>
/// <para>
/// This will allow disabled players to be hurt.
/// </para>
/// <see href="https://github.com/Pryaxis/TShock/issues/1151" />
/// </summary>
public Optional<DisabledDamageAction> DisabledDamageHandler = Optional.Default(DisabledDamageAction.Hurt, true);
/// <summary>
/// <para>
/// In expert mode enemies can pick up coins.
/// Each client will attempts to pick up coins, causing the NPC picking up multiple times,
/// and grows exponentially as the iteration goes.
/// </para>
/// <para>Cause imbalance.</para>
/// <para>
/// This will try to change the behavior of the coin pickup.
/// </para>
/// <see href="https://github.com/Pryaxis/TShock/issues/2004"/>
/// </summary>
public Optional<ExpertCoinHandler> ExpertExtraCoin = Optional.Default(ExpertCoinHandler.ServerSide, true);
/// <summary>
/// <para>
/// The legacy HttpServer.dll from .NET Framework 2.0 era is not responding correctly if
/// the request is too long.
/// </para>
/// <para>Cause broken REST endpoint.</para>
/// <para>
/// This will try to remove the Connection header from the request.
/// </para>
/// <see href="https://github.com/Pryaxis/TShock/issues/2923"/>
/// </summary>
public Optional<bool> KeepRestAlive = Optional.Default(true, true);
/// <summary>
/// <para>
/// TShock update legacy config { "key1": "value1", "key2": "value2" } to
/// the new format { "Settings": { "key1": "value1", "key2": "value2" } }.
/// If the config is partially updated, { "key1": "value1", "Settings": {
/// "key2": "value2" } }, the key1 is discarded.
/// </para>
/// <para>Cause some config options not being applied.</para>
/// <para>
/// This will allow those partially updated config.
/// </para>
/// </summary>
public Optional<PartialConfigAction> AcceptPartialUpdatedConfig = Optional.Default(PartialConfigAction.Replace, true);
/// <summary>
/// <para>
/// There are many exploits that can be used to spawn arbitrary items.
/// </para>
/// <para>
/// This will try to stop them.
/// </para>
/// </summary>
public Optional<bool> OverflowWorldGenItemID = Optional.Default(false);
/// <summary>
/// <para>
/// There are many exploits that can be used to crash the server via stack overflow.
/// </para>
/// <para>
/// This will try to clear related tiles when detected (only when `/inspecttileframe`)
/// </para>
/// </summary>
public Optional<bool> ClearOverflowWorldGenStackTrace = Optional.Default(false);
/// <summary>
/// <para>
/// There are many exploits that can be used to crash the server via stack overflow.
/// </para>
/// <para>
/// This will try to save the map when detected (only when `/inspecttileframe`)
/// </para>
/// </summary>
public Optional<bool> DumpMapOnStackOverflowWorldGen = Optional.Default(true);
/// <summary>
/// <para>
/// The `WorldGen.countTiles` is recursive and might cause stack overflow.
/// Reported by a Mac (rosetta) user @ Discord during spider cave gen every time.
/// </para>
/// <para>
/// This will try to rewrite to non-recursive.
/// </para>
/// </summary>
public Optional<bool> NonRecursiveWorldGenTileCount = Optional.Default(true);
/// <summary>
/// <para>
/// Allow journey and non-journey players to join the server.
/// </para>
/// <para>
/// There is nothing wrong with this option. It is inside the Mitigations because it
/// requires GetData detour like many other mitigations and I put them together.
/// </para>
/// </summary>
public Optional<bool> AllowCrossJourney = Optional.Default(false);
/// <summary>
/// Loadout switch is kind of broken since it interacts with the SSC even when it's disabled.
/// </summary>
public Optional<bool> LoadoutSwitchWithoutSSC = Optional.Default(true, true);
/// <summary>
/// <para>
/// Packet spam rate limit. This restriction also applies to commands.
/// Each item is a pair of rate and maximum.
/// </para>
/// <para>Higher rate and lower maximum means more strict.</para>
/// <para>
/// The default limit: disabled
/// </para>
/// <para>
/// Sample:
/// {
///
/// }
/// </para>
/// </summary>
public Optional<Dictionary<PacketFilter, LimiterConfig>?> PacketSpamLimit = Optional.Default<Dictionary<PacketFilter, LimiterConfig>?>(null);
/// <summary>
/// <para>
/// Restrict all socket send operations to have exactly one message/packet per
/// Send call. Requires AnotherAsyncSocket.
/// </para>
/// <para>
/// If you SendRawData and it contains more than one message/packet, turn this off.
/// </para>
/// </summary>
public Optional<bool> RestrictiveSocketSend = Optional.Default(true, true);
/// <summary>
/// <para>
/// Echo unchanged inventory back to the owner. This is meaningless and might be
/// used to duplicate items.
/// </para>
/// <para>
/// If you believe that this causes performance issues, turn this off.
/// </para>
/// </summary>
public Optional<bool> EchoUnchangedItem = Optional.Default(true, true);
/// <summary>
/// <para>
/// Undo and re-Apply ILHooks might cause random fatal error. Not clear if it is
/// MMRD-relared but let's disable reloading this first.
/// </para>
/// </summary>
public Optional<bool> ReloadILHook = Optional.Default(false);
/// <summary>
/// Break tile will be tracked and TileFrame-ed again after the KillTile.
/// This will trigger recursive tile break.
/// </summary>
public Optional<bool> RecursiveTileBreak = Optional.Default(false, true);
/// <summary>
/// Force QuickStackChests to sync inventory incrementally.
/// <para>
/// The new implementation will use MassWireOperationPay to consume items.
/// It will be harder to duplicate items using QuickStackChests, but only
/// the items from the inventory will be handled (void bag will be ignored).
/// </para>
/// This feature is known to be broken and will cause inventories being locked.
/// </summary>
public Optional<bool> IncrementalChestStack = Optional.Default(false);
/// <summary>
/// Allow non-vanilla name change. Commonly used by cheaters.
/// </summary>
public Optional<bool> AllowNonVanillaNameChange = Optional.Default(false, true);
/// <summary>
/// Allow invalid packets for join states. Used by both cheaters and
/// other valid non-vanilla purposes.
/// </summary>
public Optional<bool> AllowNonVanillaJoinState = Optional.Default(false, true);
public enum DisabledDamageAction
{
AsIs,
Hurt,
Ghost
}
public enum ExpertCoinHandler
{
/// <summary>
/// Disable the picked up coin value. Some coins may vanish.
/// </summary>
DisableValue,
/// <summary>
/// Server side coin pickup.
/// </summary>
ServerSide,
/// <summary>
/// Untouched like vanilla.
/// </summary>
AsIs,
}
public enum PartialConfigAction
{
Ignore,
Replace,
// Merge
}
public enum NetworkLimit
{
All,
Public,
None
}
public enum TitleSuppression
{
Disabled,
Smart,
Enabled,
}
}
public record class LimiterConfig
{
public double RateLimit { get; set; }
public double Maximum { get; set; }
public string? Action { get; set; }
public static explicit operator Limiter(LimiterConfig config)
{
return new Limiter
{
Config = config
};
}
}
}
public class Limiter
{
public required Config.LimiterConfig Config { get; set; }
public double Counter { get; set; }
public string? Action => this.Config.Action;
public bool Allowed
{
get
{
var time = new TimeSpan(DateTime.Now.Ticks).TotalSeconds;
var tat = Math.Max(this.Counter, time) + this.Config.RateLimit;
if (tat > time + this.Config.Maximum)
{
return false;
}
this.Counter = tat;
return true;
}
}
}
public abstract class Optional
{
public abstract bool IsHiddenValue();
public abstract object? ObjectValue { get; set; }
public static Optional<T> Default<T>(T value, bool hide = false)
{
return new Optional<T>(value, hide);
}
}
public class Optional<T>(T value, bool hide = false) : Optional, IEquatable<Optional<T>>
{
public bool IsDefault { private set; get; } = true;
public bool HideWhenDefault { private set; get; } = hide;
internal T _defaultValue = value;
internal T? _value;
public T Value
{
get => this.IsDefault ? this._defaultValue : this._value!;
set
{
if (typeof(T).IsGenericType && typeof(T).GetInterface(typeof(IEnumerable<>).Name) is Type st)
{
var se = typeof(Enumerable).GetMethods()
.First(m => m.Name == nameof(Enumerable.SequenceEqual) && m.GetParameters().Length == 2)
.MakeGenericMethod(st.GetGenericArguments());
if (se != null)
{
this.IsDefault = (bool) se.Invoke(null, [value, this._defaultValue])!;
if (!this.IsDefault)
{
this._value = value;
}
}
}
else if (EqualityComparer<T>.Default.Equals(value, this._defaultValue))
{
this.IsDefault = true;
}
else
{
this.IsDefault = false;
this._value = value;
}
}
}
public override bool IsHiddenValue()
{
return this.IsDefault && this.HideWhenDefault;
}
public bool Equals(Optional<T>? other)
{
return this.IsDefault == other?.IsDefault
&& EqualityComparer<T>.Default.Equals(this._defaultValue, other._defaultValue)
&& EqualityComparer<T>.Default.Equals(this._value, other._value);
}
public override object? ObjectValue
{
get => this.Value;
set
{
if (value is T t)
{
this.Value = t;
}
}
}
public static implicit operator T(Optional<T> self) => self.Value;
public override bool Equals(object? obj)
{
return obj is Optional<T> ot && this.Equals(ot);
}
public override int GetHashCode()
{
if (this._defaultValue is null)
{
return 0;
}
var v = this._value is null
? 0
: EqualityComparer<T>.Default.GetHashCode(this._value);
return EqualityComparer<T>.Default.GetHashCode(this._defaultValue) ^ v;
}
}