Shegotwet/Assets/GUPS/AntiCheat/Source/Protected/Primitive/ProtectedVector3.cs

375 lines
14 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 Vector3, enhancing security for sensitive vector data.
/// In most scenarios, it is recommended to replace the default Vector3 type with this protected variant.
/// </summary>
[Serializable]
public struct ProtectedVector3 : 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 encrypted true value for the x-component.
/// </summary>
private UIntFloat obfuscatedValueX;
/// <summary>
/// The encrypted true value for the y-component.
/// </summary>
private UIntFloat obfuscatedValueY;
/// <summary>
/// The encrypted true value for the z-component.
/// </summary>
private UIntFloat obfuscatedValueZ;
/// <summary>
/// Used for calculation of 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 a user attempts to change this value via a cheat/hack engine, notifications will be triggered.
/// The protected value will maintain its true representation.
/// </summary>
[SerializeField]
private Vector3 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 Vector3 with the specified value.
/// </summary>
/// <param name="_Value">The initial value of the protected Vector3.</param>
public ProtectedVector3(Vector3 _Value)
{
// Initialization
this.isInitialized = true;
// Initialization - Secured values.
this.obfuscatedValueX.intValue = 0;
this.obfuscatedValueX.floatValue = 0;
this.obfuscatedValueY.intValue = 0;
this.obfuscatedValueY.floatValue = 0;
this.obfuscatedValueZ.intValue = 0;
this.obfuscatedValueZ.floatValue = 0;
// Initialization - Manager.
this.manager.intValue = 0;
this.manager.floatValue = 0;
// Initialization - Random secret.
this.secret = 0;
// Initialization - Fake value.
this.fakeValue = Vector3.zero;
// Initialization - Integrity.
this.hasIntegrity = true;
// Obfuscate the value.
this.Obfuscate(_Value);
}
/// <summary>
/// Gets and sets the true unencrypted field value.
/// </summary>
public Vector3 Value
{
get
{
if (!this.isInitialized)
{
return new Vector3();
}
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(Vector3 _Value)
{
// Obfuscate the value.
this.manager.floatValue = _Value.x;
this.manager.intValue = this.manager.intValue ^ this.secret;
this.obfuscatedValueX.floatValue = this.manager.floatValue;
this.manager.floatValue = _Value.y;
this.manager.intValue = this.manager.intValue ^ this.secret;
this.obfuscatedValueY.floatValue = this.manager.floatValue;
this.manager.floatValue = _Value.z;
this.manager.intValue = this.manager.intValue ^ this.secret;
this.obfuscatedValueZ.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 Vector3 UnObfuscate()
{
// Get the unobfuscated value.
Vector3 var_RealValue = new Vector3();
this.manager.intValue = this.obfuscatedValueX.intValue ^ this.secret;
var_RealValue.x = this.manager.floatValue;
this.manager.intValue = this.obfuscatedValueY.intValue ^ this.secret;
var_RealValue.y = this.manager.floatValue;
this.manager.intValue = this.obfuscatedValueZ.intValue ^ this.secret;
var_RealValue.z = this.manager.floatValue;
// Return the unobfuscated value.
return var_RealValue;
}
/// <summary>
/// Obfuscates the current value, generating a new random secret key.
/// </summary>
public void Obfuscate()
{
// Unobfuscate the secured value.
Vector3 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.
Vector3 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>
/// Releases the resources used by the protected Vector3.
/// </summary>
public void Dispose()
{
this.obfuscatedValueX.intValue = 0;
this.obfuscatedValueY.intValue = 0;
this.obfuscatedValueZ.intValue = 0;
this.manager.intValue = 0;
this.secret = 0;
}
/// <summary>
/// Returns a string representation of the protected Vector3.
/// </summary>
/// <returns>A string representation of the protected Vector3.</returns>
public override string ToString()
{
return this.Value.ToString();
}
/// <summary>
/// Gets the hash code for the protected value.
/// </summary>
/// <returns>The hash code for the protected value.</returns>
public override int GetHashCode()
{
return this.Value.GetHashCode();
}
#region Serialization
/// <summary>
/// Used to serialize the protected to the player prefs.
/// </summary>
/// <param name="_ObfuscatedValueX">The obfuscated x value of the protected.</param>
/// <param name="_ObfuscatedValueY">The obfuscated y value of the protected.</param>
/// <param name="_ObfuscatedValueZ">The obfuscated z value of the protected.</param>
/// <param name="_Secret">The secret key used to obfuscate the true value.</param>
internal void Serialize(out UInt32 _ObfuscatedValueX, out UInt32 _ObfuscatedValueY, out UInt32 _ObfuscatedValueZ, out UInt32 _Secret)
{
_ObfuscatedValueX = this.obfuscatedValueX.intValue;
_ObfuscatedValueY = this.obfuscatedValueY.intValue;
_ObfuscatedValueZ = this.obfuscatedValueZ.intValue;
_Secret = this.secret;
}
/// <summary>
/// Used to deserialize the protected from the player prefs.
/// </summary>
/// <param name="_ObfuscatedValueX">The obfuscated x value of the protected.</param>
/// <param name="_ObfuscatedValueY">The obfuscated y value of the protected.</param>
/// <param name="_ObfuscatedValueZ">The obfuscated z value of the protected.</param>
/// <param name="_Secret">The secret key used to obfuscate the true value.</param>
internal void Deserialize(UInt32 _ObfuscatedValueX, UInt32 _ObfuscatedValueY, UInt32 _ObfuscatedValueZ, UInt32 _Secret)
{
this.obfuscatedValueX.intValue = _ObfuscatedValueX;
this.obfuscatedValueY.intValue = _ObfuscatedValueY;
this.obfuscatedValueZ.intValue = _ObfuscatedValueZ;
this.secret = _Secret;
this.fakeValue = this.UnObfuscate();
}
#endregion
#region Implicit operator
/// <summary>
/// Implicitly converts a regular Vector3 to a protected Vector3.
/// </summary>
/// <param name="_Value">The regular Vector3 to be converted.</param>
/// <returns>A new instance of the protected Vector3.</returns>
public static implicit operator ProtectedVector3(Vector3 _Value)
{
return new ProtectedVector3(_Value);
}
/// <summary>
/// Implicitly converts a protected Vector3 to a regular Vector3.
/// </summary>
/// <param name="_Value">The protected Vector3 to be converted.</param>
/// <returns>The true unencrypted value of the protected Vector3.</returns>
public static implicit operator Vector3(ProtectedVector3 _Value)
{
return _Value.Value;
}
/// <summary>
/// Implicitly converts a protected Vector3 to a protected Quaternion.
/// </summary>
/// <param name="_Value">The protected Vector3 to be converted.</param>
/// <returns>The encrypted value as protected Quaternion.</returns>
public static implicit operator ProtectedQuaternion(ProtectedVector3 _Value)
{
return new ProtectedQuaternion(new Quaternion(_Value.Value.x, _Value.Value.y, _Value.Value.z, 0));
}
/// <summary>
/// Implicitly converts a protected Quaternion to a protected Vector3.
/// </summary>
/// <param name="_Value">The protected Quaternion to be converted.</param>
/// <returns>The encrypted value as protected Vector3.</returns>
public static implicit operator ProtectedVector3(ProtectedQuaternion _Value)
{
return new ProtectedVector3(new Vector3(_Value.Value.x, _Value.Value.y, _Value.Value.z));
}
#endregion
#region Equality operator
/// <summary>
/// Checks if two protected Vector3 instances are equal.
/// </summary>
/// <param name="v1">The first protected Vector3.</param>
/// <param name="v2">The second protected Vector3.</param>
/// <returns>True if the values of the protected Vector3 instances are equal; otherwise, false.</returns>
public static bool operator ==(ProtectedVector3 v1, ProtectedVector3 v2)
{
return v1.Value == v2.Value;
}
/// <summary>
/// Checks if two protected Vector3 instances are not equal.
/// </summary>
/// <param name="v1">The first protected Vector3.</param>
/// <param name="v2">The second protected Vector3.</param>
/// <returns>True if the values of the protected Vector3 instances are not equal; otherwise, false.</returns>
public static bool operator !=(ProtectedVector3 v1, ProtectedVector3 v2)
{
return v1.Value != v2.Value;
}
/// <summary>
/// Checks if the protected Vector3 is equal to the specified object.
/// </summary>
/// <param name="obj">The object to compare with the protected Vector3.</param>
/// <returns>True if the values are equal; otherwise, false.</returns>
public override bool Equals(object obj)
{
if (obj is ProtectedVector3)
{
return this.Value == ((ProtectedVector3)obj).Value;
}
return this.Value.Equals(obj);
}
#endregion
}
}