Shegotwet/Assets/GUPS/AntiCheat/Source/Protected/Primitive/ProtectedBool.cs

292 lines
9.9 KiB
C#

// System
using System;
// Unity
using UnityEngine;
// GUPS - AntiCheat - Core
using GUPS.AntiCheat.Core.Protected;
// GUPS - AntiCheat
using GUPS.AntiCheat.Detector;
using GUPS.AntiCheat.Settings;
namespace GUPS.AntiCheat.Protected
{
/// <summary>
/// Represents a protected boolean, designed to enhance integrity and security by obfuscating its value and incorporating anti-cheat measures.
/// In most cases, this protected boolean can be used as a drop-in replacement for the default boolean type.
/// </summary>
[Serializable]
public struct ProtectedBool : IProtected, IDisposable, ISerializationCallbackReceiver
{
/// <summary>
/// A struct does not have a default constructor that is called when the structure is created. Therefore, the protected primitive must return
/// a default value if it does not have an assigned value.
/// </summary>
private bool isInitialized;
/// <summary>
/// Gets a value indicating whether the protected value has integrity, i.e., whether it has maintained its original state.
/// </summary>
private bool hasIntegrity;
/// <summary>
/// Gets a value indicating whether the protected value has integrity, i.e., whether it has maintained its original state.
/// </summary>
public bool HasIntegrity { get => hasIntegrity || !isInitialized; private set => hasIntegrity = value; }
/// <summary>
/// The obfuscated value of the protected.
/// </summary>
private byte obfuscatedValue;
/// <summary>
/// A secret key used to obfuscate the true value.
/// </summary>
private Int32 secret;
/// <summary>
/// A honeypot pretending to be the original value. If a user attempts to change this value via a cheat/hack engine, you will be notified.
/// The protected value will retain its true value.
/// </summary>
[SerializeField]
private bool fakeValue;
/// <summary>
/// Unity serialization hook. Ensures the correct values are serialized.
/// </summary>
public void OnBeforeSerialize()
{
this.fakeValue = Value;
}
/// <summary>
/// Unity deserialization hook. Ensures the correct values are deserialized.
/// </summary>
public void OnAfterDeserialize()
{
this = this.fakeValue;
}
/// <summary>
/// Creates a new protected boolean with the specified initial value.
/// </summary>
/// <param name="_Value">The initial value of the protected boolean.</param>
public ProtectedBool(bool _Value = false)
{
// Initialization
this.isInitialized = true;
this.obfuscatedValue = 0;
this.secret = GlobalSettings.RandomProvider.RandomInt32(1, Int32.MaxValue);
this.fakeValue = _Value;
this.hasIntegrity = true;
// Obfuscate the value.
this.Obfuscate(_Value);
}
/// <summary>
/// Gets and sets the true unencrypted field value.
/// </summary>
public bool Value
{
get
{
if(!this.isInitialized)
{
return false;
}
if(!this.CheckIntegrity())
{
AntiCheatMonitor.Instance.GetDetector<PrimitiveCheatingDetector>()?.OnNext(this);
}
return this.UnObfuscate();
}
set { this.Obfuscate(value); }
}
/// <summary>
/// Gets the true unencrypted field value.
/// </summary>
object IProtected.Value => this.Value;
/// <summary>
/// Obfuscates the specified value, encrypting it with the secret key.
/// </summary>
private void Obfuscate(bool _Value)
{
// Obfuscate the value.
byte var_BoolAsByte = (_Value) ? (byte)1 : (byte)0;
this.obfuscatedValue = (byte)(var_BoolAsByte ^ this.secret);
// Assign the fake value.
this.fakeValue = _Value;
}
/// <summary>
/// Unobfuscates the secured value and returns the true unencrypted value.
/// </summary>
/// <returns>The true unencrypted value.</returns>
private bool UnObfuscate()
{
// Get the unobfuscated value.
byte var_BoolAsByte = (byte)(this.obfuscatedValue ^ this.secret);
return (var_BoolAsByte == 1);
}
/// <summary>
/// Obfuscates the current value, generating a new random secret key.
/// </summary>
public void Obfuscate()
{
// Unobfuscate the secured value.
bool var_UnobfuscatedValue = this.UnObfuscate();
// Create a new random secret.
this.secret = GlobalSettings.RandomProvider.RandomInt32(1, Int32.MaxValue);
// Obfuscate the value.
this.Obfuscate(var_UnobfuscatedValue);
}
/// <summary>
/// Checks the integrity of the protected boolean, detecting if an attacher changed the honeypot fake value.
/// </summary>
/// <returns>True if the protected boolean has integrity; otherwise, false.</returns>
public bool CheckIntegrity()
{
// Unobfuscate the secured value.
bool var_UnobfuscatedValue = this.UnObfuscate();
// Check if an attacher changed the honeypot fake value.
if (this.fakeValue != var_UnobfuscatedValue)
{
this.HasIntegrity = false;
}
// Return the integrity status.
return this.HasIntegrity;
}
/// <summary>
/// Disposes of the secure and secret values.
/// </summary>
public void Dispose()
{
this.obfuscatedValue = 0;
this.secret = 0;
}
/// <summary>
/// Gets the hash code of the protected boolean's true value.
/// </summary>
/// <returns>The hash code of the true value.</returns>
public override int GetHashCode()
{
return this.Value.GetHashCode();
}
/// <summary>
/// Converts the protected boolean to its string representation.
/// </summary>
/// <returns>The string representation of the true value.</returns>
public override string ToString()
{
return this.Value.ToString();
}
#region Serialization
/// <summary>
/// Used to serialize the protected to the player prefs.
/// </summary>
/// <param name="_ObfuscatedValue">The obfuscated value of the protected.</param>
/// <param name="_Secret">The secret key used to obfuscate the true value.</param>
internal void Serialize(out byte _ObfuscatedValue, out int _Secret)
{
_ObfuscatedValue = this.obfuscatedValue;
_Secret = this.secret;
}
/// <summary>
/// Used to deserialize the protected from the player prefs.
/// </summary>
/// <param name="_ObfuscatedValue">The obfuscated value of the protected.</param>
/// <param name="_Secret">The secret key used to obfuscate the true value.</param>
internal void Deserialize(byte _ObfuscatedValue, int _Secret)
{
this.obfuscatedValue = _ObfuscatedValue;
this.secret = _Secret;
this.fakeValue = this.UnObfuscate();
}
#endregion
#region Implicit operator
/// <summary>
/// Implicitly converts a boolean value to a protected boolean.
/// </summary>
/// <param name="_Value">The boolean value to convert.</param>
/// <returns>The corresponding protected boolean.</returns>
public static implicit operator ProtectedBool(bool _Value)
{
return new ProtectedBool(_Value);
}
/// <summary>
/// Implicitly converts a protected boolean to its boolean value.
/// </summary>
/// <param name="_Value">The protected boolean to convert.</param>
/// <returns>The boolean value of the protected boolean.</returns>
public static implicit operator bool(ProtectedBool _Value)
{
return _Value.Value;
}
#endregion
#region Equality operator
/// <summary>
/// Checks if two protected booleans are equal based on their true values.
/// </summary>
/// <param name="v1">The first protected boolean.</param>
/// <param name="v2">The second protected boolean.</param>
/// <returns>True if the true values are equal; otherwise, false.</returns>
public static bool operator ==(ProtectedBool v1, ProtectedBool v2)
{
return v1.Value == v2.Value;
}
/// <summary>
/// Checks if two protected booleans are not equal based on their true values.
/// </summary>
/// <param name="v1">The first protected boolean.</param>
/// <param name="v2">The second protected boolean.</param>
/// <returns>True if the true values are not equal; otherwise, false.</returns>
public static bool operator !=(ProtectedBool v1, ProtectedBool v2)
{
return v1.Value != v2.Value;
}
/// <summary>
/// Checks if the protected boolean is equal to another object based on their true values.
/// </summary>
/// <param name="obj">The object to compare with the protected boolean.</param>
/// <returns>True if the true values are equal; otherwise, false.</returns>
public override bool Equals(object obj)
{
if (obj is ProtectedBool)
{
return this.Value == ((ProtectedBool)obj).Value;
}
return this.Value.Equals(obj);
}
#endregion
}
}