Harden the mod against hostile servers and players

- PacketReader for all network data: lengths are checked against the real data
  (Mono allocated the claimed size first - a fake 2 GB length crashed the game)
- FsmSync: remote players can no longer switch arbitrary FSMs - never PLAYER /
  Systems / MSCO objects, CLICK only on FSMs that wait for a click, bolt/assembly
  events only along a transition the FSM really has for that event
- Time/weather (msco.world) and '* ' system-style chat only from the host in P2P
  (the dedicated server filters them itself); other msco.* ids are reserved

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
2026-10-03 18:44:03 +02:00
co-authored by Claude Opus 5.5
parent 9c933ed486
commit a499577b7c
7 changed files with 88 additions and 9 deletions
+1 -1
View File
@@ -204,7 +204,7 @@ namespace MSCO
public static void Receive(byte[] data)
{
if (!MenuHelper.InGame || data == null || data.Length < 17) return;
using (var r = new BinaryReader(new MemoryStream(data)))
using (var r = new PacketReader(data))
{
byte kind = r.ReadByte();
int value = r.ReadInt32();