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

462 lines
17 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 float. In almost all cases, you can replace your default type with the protected one for added security.
/// </summary>
[Serializable]
public struct ProtectedFloat : 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 UIntFloat obfuscatedValue;
/// <summary>
/// Used for calculation of the int/float values for the secured value.
/// </summary>
private UIntFloat manager;
/// <summary>
/// A secret key used to obfuscate the true value.
/// </summary>
private UInt32 secret;
/// <summary>
/// A honeypot pretending to be the original value. If some user tries to change this value via a cheat/hack engine, you will get notified.
/// The protected value will keep its true value.
/// </summary>
[SerializeField]
private float fakeValue;
/// <summary>
/// Unity serialization hook. So the right values will be serialized.
/// </summary>
public void OnBeforeSerialize()
{
this.fakeValue = Value;
}
/// <summary>
/// Unity deserialization hook. So the right values will be deserialized.
/// </summary>
public void OnAfterDeserialize()
{
this = this.fakeValue;
}
/// <summary>
/// Create a new protected float with _Value.
/// </summary>
/// <param name="_Value">The initial value for the protected float.</param>
public ProtectedFloat(float value = 0)
{
// Initialization
this.isInitialized = true;
this.secret = (UInt32)GlobalSettings.RandomProvider.RandomInt32(1, Int32.MaxValue);
//
this.obfuscatedValue.intValue = 0;
this.obfuscatedValue.floatValue = value;
this.obfuscatedValue.intValue = this.obfuscatedValue.intValue ^ this.secret;
//
this.manager.intValue = 0;
this.manager.floatValue = 0;
//
this.hasIntegrity = true;
//
this.fakeValue = value;
}
/// <summary>
/// Gets and sets the true unencrypted field value.
/// </summary>
public float Value
{
get
{
if (!this.isInitialized)
{
return 0;
}
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>
/// <param name="_Value">The value to be obfuscated.</param>
private void Obfuscate(float _Value)
{
// Obfuscate the value.
this.manager.floatValue = _Value;
this.manager.intValue = this.manager.intValue ^ this.secret;
this.obfuscatedValue.floatValue = this.manager.floatValue;
// 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 float UnObfuscate()
{
// Get the unobfuscated value.
this.manager.intValue = this.obfuscatedValue.intValue ^ this.secret;
// Return the unobfuscated value.
return this.manager.floatValue;
}
/// <summary>
/// Obfuscates the current value, generating a new random secret key.
/// </summary>
public void Obfuscate()
{
// Unobfuscate the secured value.
float var_UnobfuscatedValue = this.UnObfuscate();
// Create a new random secret.
this.secret = (UInt32)GlobalSettings.RandomProvider.RandomInt32(1, Int32.MaxValue);
// Obfuscate the value.
this.Obfuscate(var_UnobfuscatedValue);
}
/// <summary>
/// Checks the integrity of the protected value, detecting if an attacker changed the honeypot fake value.
/// </summary>
/// <returns>True if the protected value has integrity; otherwise, false.</returns>
public bool CheckIntegrity()
{
// Unobfuscate the secured value.
float var_UnobfuscatedValue = this.UnObfuscate();
// Check if an attacker changed the honeypot fake value.
if (this.fakeValue != var_UnobfuscatedValue)
{
this.HasIntegrity = false;
}
// Return the integrity status.
return this.HasIntegrity;
}
/// <summary>
/// Disposes of the resources associated with the protected float.
/// </summary>
public void Dispose()
{
this.obfuscatedValue.intValue = 0;
this.manager.intValue = 0;
this.secret = 0;
}
/// <summary>
/// Returns a string representation of the protected float.
/// </summary>
/// <returns>A string representation of the protected float.</returns>
public override string ToString()
{
return this.Value.ToString();
}
/// <summary>
/// Serves as a hash function for a particular type.
/// </summary>
/// <returns>A hash code for the current <see cref="ProtectedFloat"/>.</returns>
public override int GetHashCode()
{
return this.obfuscatedValue.floatValue.GetHashCode();
}
#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 uint _ObfuscatedValue, out uint _Secret)
{
_ObfuscatedValue = this.obfuscatedValue.intValue;
_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(uint _ObfuscatedValue, uint _Secret)
{
this.obfuscatedValue.intValue = _ObfuscatedValue;
this.secret = _Secret;
this.fakeValue = this.UnObfuscate();
}
#endregion
#region Implicit operators
/// <summary>
/// Implicitly converts a float to a ProtectedFloat.
/// </summary>
/// <param name="_Value">The float value to be converted.</param>
/// <returns>A new instance of ProtectedFloat with the converted value.</returns>
public static implicit operator ProtectedFloat(float _Value)
{
return new ProtectedFloat(_Value);
}
/// <summary>
/// Implicitly converts a ProtectedFloat to a float.
/// </summary>
/// <param name="_Value">The ProtectedFloat to be converted.</param>
/// <returns>The unencrypted float value.</returns>
public static implicit operator float(ProtectedFloat _Value)
{
return _Value.Value;
}
/// <summary>
/// Implicitly converts a ProtectedFloat to a ProtectedInt16.
/// </summary>
/// <param name="_Value">The ProtectedFloat to be converted.</param>
/// <returns>A new instance of ProtectedInt16 with the converted value.</returns>
public static implicit operator ProtectedInt16(ProtectedFloat _Value)
{
return new ProtectedInt16((Int16)_Value.Value);
}
/// <summary>
/// Implicitly converts a ProtectedInt16 to a ProtectedFloat.
/// </summary>
/// <param name="_Value">The ProtectedInt16 to be converted.</param>
/// <returns>A new instance of ProtectedFloat with the converted value.</returns>
public static implicit operator ProtectedFloat(ProtectedInt16 _Value)
{
return new ProtectedFloat((float)_Value.Value);
}
/// <summary>
/// Implicitly converts a ProtectedFloat to a ProtectedInt32.
/// </summary>
/// <param name="_Value">The ProtectedFloat to be converted.</param>
/// <returns>A new instance of ProtectedInt32 with the converted value.</returns>
public static implicit operator ProtectedInt32(ProtectedFloat _Value)
{
return new ProtectedInt32((Int32)_Value.Value);
}
/// <summary>
/// Implicitly converts a ProtectedInt32 to a ProtectedFloat.
/// </summary>
/// <param name="_Value">The ProtectedInt32 to be converted.</param>
/// <returns>A new instance of ProtectedFloat with the converted value.</returns>
public static implicit operator ProtectedFloat(ProtectedInt32 _Value)
{
return new ProtectedFloat((float)_Value.Value);
}
/// <summary>
/// Implicitly converts a ProtectedFloat to a ProtectedInt64.
/// </summary>
/// <param name="_Value">The ProtectedFloat to be converted.</param>
/// <returns>A new instance of ProtectedInt64 with the converted value.</returns>
public static implicit operator ProtectedInt64(ProtectedFloat _Value)
{
return new ProtectedInt64((Int64)_Value.Value);
}
/// <summary>
/// Implicitly converts a ProtectedInt64 to a ProtectedFloat.
/// </summary>
/// <param name="_Value">The ProtectedInt64 to be converted.</param>
/// <returns>A new instance of ProtectedFloat with the converted value.</returns>
public static implicit operator ProtectedFloat(ProtectedInt64 _Value)
{
return new ProtectedFloat((float)_Value.Value);
}
#endregion
#region Calculation operators
/// <summary>
/// Adds two ProtectedFloat instances.
/// </summary>
/// <param name="v1">The first ProtectedFloat instance.</param>
/// <param name="v2">The second ProtectedFloat instance.</param>
/// <returns>A new instance of ProtectedFloat representing the sum of the two instances.</returns>
public static ProtectedFloat operator +(ProtectedFloat v1, ProtectedFloat v2)
{
return new ProtectedFloat(v1.Value + v2.Value);
}
/// <summary>
/// Subtracts one ProtectedFloat instance from another.
/// </summary>
/// <param name="v1">The first ProtectedFloat instance.</param>
/// <param name="v2">The second ProtectedFloat instance.</param>
/// <returns>A new instance of ProtectedFloat representing the result of the subtraction.</returns>
public static ProtectedFloat operator -(ProtectedFloat v1, ProtectedFloat v2)
{
return new ProtectedFloat(v1.Value - v2.Value);
}
/// <summary>
/// Multiplies two ProtectedFloat instances.
/// </summary>
/// <param name="v1">The first ProtectedFloat instance.</param>
/// <param name="v2">The second ProtectedFloat instance.</param>
/// <returns>A new instance of ProtectedFloat representing the product of the two instances.</returns>
public static ProtectedFloat operator *(ProtectedFloat v1, ProtectedFloat v2)
{
return new ProtectedFloat(v1.Value * v2.Value);
}
/// <summary>
/// Divides one ProtectedFloat instance by another.
/// </summary>
/// <param name="v1">The numerator ProtectedFloat instance.</param>
/// <param name="v2">The denominator ProtectedFloat instance.</param>
/// <returns>A new instance of ProtectedFloat representing the result of the division.</returns>
public static ProtectedFloat operator /(ProtectedFloat v1, ProtectedFloat v2)
{
return new ProtectedFloat(v1.Value / v2.Value);
}
#endregion
#region Equality operators
/// <summary>
/// Determines whether two ProtectedFloat instances are equal.
/// </summary>
/// <param name="v1">The first ProtectedFloat instance.</param>
/// <param name="v2">The second ProtectedFloat instance.</param>
/// <returns>True if the values of the two instances are equal; otherwise, false.</returns>
public static bool operator ==(ProtectedFloat v1, ProtectedFloat v2)
{
return v1.Value == v2.Value;
}
/// <summary>
/// Determines whether two ProtectedFloat instances are not equal.
/// </summary>
/// <param name="v1">The first ProtectedFloat instance.</param>
/// <param name="v2">The second ProtectedFloat instance.</param>
/// <returns>True if the values of the two instances are not equal; otherwise, false.</returns>
public static bool operator !=(ProtectedFloat v1, ProtectedFloat v2)
{
return v1.Value != v2.Value;
}
/// <summary>
/// Determines whether the specified object is equal to the current ProtectedFloat instance.
/// </summary>
/// <param name="obj">The object to compare with the current instance.</param>
/// <returns>True if the specified object is equal to the current instance; otherwise, false.</returns>
public override bool Equals(object obj)
{
if (obj is ProtectedFloat)
{
return this.Value == ((ProtectedFloat)obj).Value;
}
return this.Value.Equals(obj);
}
/// <summary>
/// Compares two ProtectedFloat instances for less than.
/// </summary>
/// <param name="v1">The first ProtectedFloat instance.</param>
/// <param name="v2">The second ProtectedFloat instance.</param>
/// <returns>True if the value of the first instance is less than the value of the second instance; otherwise, false.</returns>
public static bool operator <(ProtectedFloat v1, ProtectedFloat v2)
{
return v1.Value < v2.Value;
}
/// <summary>
/// Compares two ProtectedFloat instances for less than or equal.
/// </summary>
/// <param name="v1">The first ProtectedFloat instance.</param>
/// <param name="v2">The second ProtectedFloat instance.</param>
/// <returns>True if the value of the first instance is less than or equal to the value of the second instance; otherwise, false.</returns>
public static bool operator <=(ProtectedFloat v1, ProtectedFloat v2)
{
return v1.Value <= v2.Value;
}
/// <summary>
/// Compares two ProtectedFloat instances for greater than.
/// </summary>
/// <param name="v1">The first ProtectedFloat instance.</param>
/// <param name="v2">The second ProtectedFloat instance.</param>
/// <returns>True if the value of the first instance is greater than the value of the second instance; otherwise, false.</returns>
public static bool operator >(ProtectedFloat v1, ProtectedFloat v2)
{
return v1.Value > v2.Value;
}
/// <summary>
/// Compares two ProtectedFloat instances for greater than or equal.
/// </summary>
/// <param name="v1">The first ProtectedFloat instance.</param>
/// <param name="v2">The second ProtectedFloat instance.</param>
/// <returns>True if the value of the first instance is greater than or equal to the value of the second instance; otherwise, false.</returns>
public static bool operator >=(ProtectedFloat v1, ProtectedFloat v2)
{
return v1.Value >= v2.Value;
}
#endregion
}
}