Script security: Difference between revisions
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Starting from very basics: | Starting from very basics: | ||
* You should be aware that everything you store on client-side is at risk, this includes | * You should be aware that everything you store on client-side is at risk, this includes .lua files as well. Any confidential (and/or) important data which is stored, or travels through client-side (player PC) could be accessed by malicious clients. | ||
* To keep sensitive data (and/or) Lua logic safe - use server-side. | * To keep sensitive data (and/or) Lua logic safe - use server-side. | ||
* Do note that scripts marked as '''shared''' act also as '''client code''', which means that everything above applies to them. For example defining: | * Do note that scripts marked as '''shared''' act also as '''client code''', which means that everything above applies to them. For example defining: | ||
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==Detecting and dealing with backdoors and cheats== | ==Detecting and dealing with backdoors and cheats== | ||
'''To ensure minimum (or no) damage resulting from Lua scripts:''' | '''To ensure minimum (or no) damage resulting from Lua scripts:''' | ||
* Keep your resources up-to-date, you can | * Keep your server up-to-date, you can [https://nightly.multitheftauto.com/ download latest server builds from MTA:SA nightly site.] Information on specific builds can be [https://buildinfo.multitheftauto.com/ found here.] | ||
* Keep your resources up-to-date, you can [https://github.com/multitheftauto/mtasa-resources download latest (default) resources from GitHub repository.] Those often contain latest security fixes, which could mean difference between having your server resist from attack or not. | |||
* Make sure to properly configure [https://wiki.multitheftauto.com/wiki/Access%20Control%20List ACL (Access Control List)] - which will block resources from using certain, potentially dangerous functions. | * Make sure to properly configure [https://wiki.multitheftauto.com/wiki/Access%20Control%20List ACL (Access Control List)] - which will block resources from using certain, potentially dangerous functions. | ||
* Zero-trust with giving away admin rights for resources (including maps) coming from unknown sources. | * Zero-trust with giving away admin rights for resources (including maps) coming from unknown sources. | ||
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* You shouldn't rely only on player [https://wiki.multitheftauto.com/wiki/Serial serial], when it comes to processing crucial operations (auto-login/admin actions). '''Serials aren't guaranted to be unique or non-fakable'''. This is why you should '''put it behind''' account system, as '''important authentication factor''' (e.g: '''login & password'''). | * You shouldn't rely only on player [https://wiki.multitheftauto.com/wiki/Serial serial], when it comes to processing crucial operations (auto-login/admin actions). '''Serials aren't guaranted to be unique or non-fakable'''. This is why you should '''put it behind''' account system, as '''important authentication factor''' (e.g: '''login & password'''). | ||
* Server-side logic '''can not be bypassed''' or '''tampered''' with (unless server is breached or when there is a bug in code, but that's whole different scenario) - '''use it to your advantage'''. In majority of cases, you will be able to perform security validations with no participation of client-side. | * Server-side logic '''can not be bypassed''' or '''tampered''' with (unless server is breached or when there is a bug in code, but that's whole different scenario) - '''use it to your advantage'''. In majority of cases, you will be able to perform security validations with no participation of client-side. | ||
* Using concept of '''''“All parameters including source can be faked and should not be trusted. Global variable client can be trusted.”''''' - gives you reliable assurance that player to which you refer (via '''client''') '''is''' in fact, '''the one which really called event'''. This approach will protect you from situations where cheater can call (and process) admin events (e.g kick/ban player) by passing the actual admin ('''2nd''' argument in '''triggerServerEvent''') - as a consequence of using wrong variable. To make sure you fully understood it, take a look at examples below: | * Using concept of '''''“All parameters including source can be faked and should not be trusted. Global variable client can be trusted.”''''' - gives you reliable assurance that player to which you refer (via '''client''') '''is''' in fact, '''the one which really called event'''. This approach will protect you from situations where cheater can call (and process) admin events (e.g kick/ban player) by passing the actual admin ('''2nd''' argument in '''[[triggerServerEvent]]''') - as a consequence of using wrong variable. To make sure you fully understood it, take a look at examples below: | ||
<syntaxhighlight lang="lua"> | <syntaxhighlight lang="lua"> | ||
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==Securing setElementData== | ==Securing setElementData== | ||
* You should refrain from using [[element data]] everywhere, it should be only used when really necessary. It is advised to replace it with [[triggerClientEvent]] instead. | |||
* If you still insist on using it, it is recommended to set '''4th''' argument in [[setElementData]] to '''false''' (disabling sync for this, certain data) and use subscriber mode - [[addElementDataSubscriber]], for both security & performance reasons described in [https://wiki.multitheftauto.com/wiki/Script_security#Securing_triggerServerEvent event section.] | |||
{{Important Note|Disabling sync however, doesn't fully protect data key. It would be still vulnerable by default, but in this case you are not leaving it in plain sight. Using [[getAllElementData]] or digging in RAM wouldn't expose it, since it won't be synced to client in first place. Therefore, it needs to be added to anti-cheat as well.}} | |||
* All parameters including '''source''' can be faked and should not be trusted. | * All parameters including '''source''' can be faked and should not be trusted. | ||
* Global variable '''client''' can be trusted. | * Global variable '''client''' can be trusted. | ||
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if (hadData) then -- if element had such data before | if (hadData) then -- if element had such data before | ||
setElementData(sourceElement, dataKey, oldValue) -- revert changes, it will call onElementDataChange event, but will fail (stop) on first condition - because server (not client) forced change | setElementData(sourceElement, dataKey, oldValue, true) -- revert changes, it will call onElementDataChange event, but will fail (stop) on first condition - because server (not client) forced change | ||
else | else | ||
removeElementData(sourceElement, dataKey) -- remove it completely | removeElementData(sourceElement, dataKey) -- remove it completely | ||
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end | end | ||
setElementData(sourceElement, dataKey, oldValue) -- revert changes, it will call onElementDataChange event, but will fail (stop) on first condition - because server (not client) forced change | setElementData(sourceElement, dataKey, oldValue, true) -- revert changes, it will call onElementDataChange event, but will fail (stop) on first condition - because server (not client) forced change | ||
return true -- return success | return true -- return success | ||
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* Global variable '''client''' can be trusted. | * Global variable '''client''' can be trusted. | ||
* '''Admin''' styled '''events''' should be verifying player (client) '''ACL rights''', either by [https://wiki.multitheftauto.com/wiki/IsObjectInACLGroup isObjectInACLGroup] or [https://wiki.multitheftauto.com/wiki/HasObjectPermissionTo hasObjectPermissionTo]. | * '''Admin''' styled '''events''' should be verifying player (client) '''ACL rights''', either by [https://wiki.multitheftauto.com/wiki/IsObjectInACLGroup isObjectInACLGroup] or [https://wiki.multitheftauto.com/wiki/HasObjectPermissionTo hasObjectPermissionTo]. | ||
* Be aware to which players event is sent via [[triggerClientEvent]]. For both security & performance reasons, admin like events should be received by admins only (to prevent confidential data being accessed), in the same time you shouldn't send each event to everyone on server (e.g: login success event which hides login panel for certain player). [[triggerClientEvent]] allows you to specify the event receiver as first (optional) argument. It defaults to [[root]], meaning if you don't specify it, it will be sent to everyone connected to server - even those who are still downloading server cache (which results in ''Server triggered clientside event eventName, but event is not added clientside.''). You can either pass player element or table with receivers: | |||
<syntaxhighlight lang="lua"> | |||
local playersToReceiveEvent = {player1, player2, player3} -- each playerX is player element | |||
triggerClientEvent(playersToReceiveEvent, ...) -- do not forget to fill the latter part of arguments | |||
</syntaxhighlight> | |||
---------- | ---------- | ||
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</syntaxhighlight> | </syntaxhighlight> | ||
</section> | </section> | ||
==Handling non-registered events== | |||
See: [[onPlayerTriggerInvalidEvent]] | |||
==Handling events spam== | ==Handling events spam== | ||
See: [[onPlayerTriggerEventThreshold]] | See: [[onPlayerTriggerEventThreshold]] |
Revision as of 00:32, 9 June 2024
Awareness of client memory
Starting from very basics:
- You should be aware that everything you store on client-side is at risk, this includes .lua files as well. Any confidential (and/or) important data which is stored, or travels through client-side (player PC) could be accessed by malicious clients.
- To keep sensitive data (and/or) Lua logic safe - use server-side.
- Do note that scripts marked as shared act also as client code, which means that everything above applies to them. For example defining:
<script src="script.lua" type="shared"/> <!-- this script will run separately both on client and server -->
Is same as doing:
<script src="script.lua" type="client"/> <!-- define it separately on client --> <script src="script.lua" type="server"/> <!-- do the same, but on server -->
Additional protection layer
In order to make things slightly harder* for those having bad intentions towards your server, you can make use of cache attribute (and/or Lua compile (also known as Luac) with extra obfuscation set to level 3 - API) available in meta.xml, along with configuring MTA's built-in AC by toggling SD (Special detections), see: Anti-cheat guide.
<script src="shared.lua" type="shared" cache="false"/> <!-- cache="false" indicates that this Lua file won't be saved on player's PC --> <script src="client.lua" type="client" cache="false"/> <!-- cache="false" indicates that this Lua file won't be saved on player's PC -->
- Slightly harder but not impossible for some to obtain client code, yet does good job at keeping most people away from inspecting your .lua files - those looking for possible logic flaws (bugs) or missing/incorrect security based checks.
- Can be used on both client and shared script type (has no effect on server-sided Lua).
- It doesn't remove Lua files which were previously downloaded.
Detecting and dealing with backdoors and cheats
To ensure minimum (or no) damage resulting from Lua scripts:
- Keep your server up-to-date, you can download latest server builds from MTA:SA nightly site. Information on specific builds can be found here.
- Keep your resources up-to-date, you can download latest (default) resources from GitHub repository. Those often contain latest security fixes, which could mean difference between having your server resist from attack or not.
- Make sure to properly configure ACL (Access Control List) - which will block resources from using certain, potentially dangerous functions.
- Zero-trust with giving away admin rights for resources (including maps) coming from unknown sources.
- Before running any resource you don't trust, analyze:
- meta.xml of it, for possible hidden scripts lurking beneath other file extensions.
- It's source code, for malicious logic.
- Do not run/keep using compiled resources (scripts) of which legitimacy you aren't sure.
To ensure minimum damage when a cheater connects to your server:
- When making scripts, remember to never trust data coming from a client.
- While reviewing scripts for possible security holes. Look at any data coming from the client that is being trusted.
- Any kind of data could be sent, hence server scripts which communicate with client by receiving data sent by players should validate it, before further use in latter parts of code. Mostly, it will be done either by setElementData or triggerServerEvent.
- You shouldn't rely only on player serial, when it comes to processing crucial operations (auto-login/admin actions). Serials aren't guaranted to be unique or non-fakable. This is why you should put it behind account system, as important authentication factor (e.g: login & password).
- Server-side logic can not be bypassed or tampered with (unless server is breached or when there is a bug in code, but that's whole different scenario) - use it to your advantage. In majority of cases, you will be able to perform security validations with no participation of client-side.
- Using concept of “All parameters including source can be faked and should not be trusted. Global variable client can be trusted.” - gives you reliable assurance that player to which you refer (via client) is in fact, the one which really called event. This approach will protect you from situations where cheater can call (and process) admin events (e.g kick/ban player) by passing the actual admin (2nd argument in triggerServerEvent) - as a consequence of using wrong variable. To make sure you fully understood it, take a look at examples below:
--[[ DON'T EVER DO THAT - THAT IS COMPLETELY WRONG AND INSECURE THE ISSUE: BY USING 'source' IN hasObjectPermissionTo YOU ARE LEAVING DOOR STRAIGHT OPEN FOR CHEATERS ]] function onServerWrongAdminEvent(playerToBan) if (not client) then -- 'client' points to the player who triggered the event, and should be used as security measure (in order to prevent player faking) return false -- if this variable doesn't exists at the moment (for unknown reason, or it was the server who triggered this event), stop code execution end local defaultPermission = false -- do not allow action by default, see (defaultPermission): https://wiki.multitheftauto.com/wiki/HasObjectPermissionTo local canAdminBanPlayer = hasObjectPermissionTo(source, "function.banPlayer", defaultPermission) -- the vulnerability lies here... if (not canAdminBanPlayer) then -- if player doesn't have permissions return false -- don't do it end local validElement = isElement(playerToBan) -- check whether argument passed from client is an element if (not validElement) then -- it is not return false -- stop code processing end local elementType = getElementType(playerToBan) -- it's an element, so get it's type local playerType = (elementType == "player") -- make sure that it's a player if (not playerType) then -- it's not a player return false -- stop here end -- banPlayer(...) -- do what needs to be done end addEvent("onServerWrongAdminEvent", true) addEventHandler("onServerWrongAdminEvent", root, onServerWrongAdminEvent) --[[ onServerCorrectAdminEvent IS PERFECTLY SECURED, AS IT SHOULD BE NO ISSUE HERE: WE'VE USED 'client' IN hasObjectPermissionTo WHICH MAKES IT SAFE FROM FAKING PLAYER WHO CALLED EVENT ]] function onServerCorrectAdminEvent(playerToBan) if (not client) then -- 'client' points to the player who triggered the event, and should be used as security measure (in order to prevent player faking) return false -- if this variable doesn't exists at the moment (for unknown reason, or it was the server who triggered this event), stop code execution end local defaultPermission = false -- do not allow action by default, see (defaultPermission): https://wiki.multitheftauto.com/wiki/HasObjectPermissionTo local canAdminBanPlayer = hasObjectPermissionTo(client, "function.banPlayer", defaultPermission) -- is player allowed to do that? if (not canAdminBanPlayer) then -- if player doesn't have permissions return false -- don't do it end local validElement = isElement(playerToBan) -- check whether argument passed from client is an element if (not validElement) then -- it is not return false -- stop code processing end local elementType = getElementType(playerToBan) -- it's an element, so get it's type local playerType = (elementType == "player") -- make sure that it's a player if (not playerType) then -- it's not a player return false -- stop here end -- banPlayer(...) -- do what needs to be done end addEvent("onServerCorrectAdminEvent", true) addEventHandler("onServerCorrectAdminEvent", root, onServerCorrectAdminEvent)
Securing setElementData
- You should refrain from using element data everywhere, it should be only used when really necessary. It is advised to replace it with triggerClientEvent instead.
- If you still insist on using it, it is recommended to set 4th argument in setElementData to false (disabling sync for this, certain data) and use subscriber mode - addElementDataSubscriber, for both security & performance reasons described in event section.
Important Note: Disabling sync however, doesn't fully protect data key. It would be still vulnerable by default, but in this case you are not leaving it in plain sight. Using getAllElementData or digging in RAM wouldn't expose it, since it won't be synced to client in first place. Therefore, it needs to be added to anti-cheat as well. |
- All parameters including source can be faked and should not be trusted.
- Global variable client can be trusted.
Example of basic element data anti-cheat.
local function reportAndRevertDataChange(clientElement, sourceElement, dataKey, oldValue, newValue) -- helper function to log and revert changes local logClient = inspect(clientElement) -- in-depth view of player which forced element data sync local logSerial = getPlayerSerial(clientElement) or "N/A" -- client serial, or "N/A" if not possible, for some reason local logSource = tostring(sourceElement) -- element which received data local logOldValue = tostring(oldValue) -- old value local logNewValue = tostring(newValue) -- new value local logText = -- fill our report with data "=======================================\n".. "Detected element data abnormality:\n".. "Client: "..logClient.."\n".. "Client serial: "..logSerial.."\n".. "Source: "..logSource.."\n".. "Data key: "..dataKey.."\n".. "Old data value: "..logOldValue.."\n".. "New data value: "..logNewValue.."\n".. "=======================================" local logVisibleTo = root -- specify who will see this log in console, in this case each player connected to server local hadData = (oldValue ~= nil) -- check if element had such data before if (hadData) then -- if element had such data before setElementData(sourceElement, dataKey, oldValue, true) -- revert changes, it will call onElementDataChange event, but will fail (stop) on first condition - because server (not client) forced change else removeElementData(sourceElement, dataKey) -- remove it completely end outputConsole(logText, logVisibleTo) -- print it to console return true -- all success end function onElementDataChangeBasicAC(dataKey, oldValue, newValue) -- the heart of our anti-cheat, which does all the magic security measurements if (not client) then -- check if data is coming from client return false -- if it's not, do not go further end local checkSpecialThing = (dataKey == "special_thing") -- compare whether dataKey matches "special_thing" local checkFlagWaving = (dataKey == "flag_waving") -- compare whether dataKey matches "flag_waving" if (checkSpecialThing) then -- if it does, do our security checks local invalidElement = (client ~= source) -- verify whether source element is different from player which changed data if (invalidElement) then -- if it's so reportAndRevertDataChange(client, source, dataKey, oldValue, newValue) -- revert data change, because "special_thing" can only be set for player himself end end if (checkFlagWaving) then -- if it does, do our security checks local playerVehicle = getPedOccupiedVehicle(client) -- get player's current vehicle local invalidVehicle = (playerVehicle ~= source) -- verify whether source element is different from player's vehicle if (invalidVehicle) then -- if it's so reportAndRevertDataChange(client, source, dataKey, oldValue, newValue) -- revert data change, because "flag_waving" can only be set for player's own vehicle end end end addEventHandler("onElementDataChange", root, onElementDataChangeBasicAC)
Example of comfortable advanced element data anti-cheat.
--[[ For maximum security set punishPlayerOnDetect, punishmentBan, allowOnlyProtectedKeys to true (as per default configuration) If allowOnlyProtectedKeys is enabled, do not forget to add every client-side element data key to protectedKeys table - otherwise you will face false-positives Anti-cheat (handleDataChange) table structure and it's options: ["keyName"] = { -- name of key which would be protected onlyForPlayerHimself = true, -- enabling this (true) will make sure that this element data key can only be set on player who synced it (ignores onlyForOwnPlayerVeh and allowForElements), use false/nil to disable this onlyForOwnPlayerVeh = false, -- enabling this (true) will make sure that this element data key can only be set on player's current vehicle who synced it (ignores allowForElements), use false/nil to disable this allowForElements = { -- restrict this key for certain element type(s), set to false/nil or leave it empty to not check this (full list of element types: https://wiki.multitheftauto.com/wiki/GetElementsByType) ["player"] = true, ["ped"] = true, ["vehicle"] = true, ["object"] = true, }, allowedDataTypes = { -- restrict this key for certain value type(s), set to false/nil or leave it empty to not check this ["string"] = true, ["number"] = true, ["table"] = true, ["boolean"] = true, ["nil"] = true, }, allowedStringLength = {1, 32}, -- if value is a string, then it's length must be in between (min-max), set it to false/nil to not check string length - do note that allowedDataTypes must contain ["string"] = true allowedTableLength = {1, 64}, -- if value is a table, then it's length must be in between (min-max), set it to false/nil to not check table length - do note that allowedDataTypes must contain ["table"] = true allowedNumberRange = {1, 128}, -- if value is a number, then it must be in between (min-max), set it to false/nil to not check number range - do note that allowedDataTypes must contain ["number"] = true } ]] local punishPlayerOnDetect = true -- should player be punished upon detection (make sure that resource which runs this code has admin rights) local punishmentBan = true -- only relevant if punishPlayerOnDetect is set to true; use true for ban or false for kick local punishmentReason = "Altering element data" -- only relevant if punishPlayerOnDetect is set to true; reason which would be shown to punished player local punishedBy = "Console" -- only relevant if punishPlayerOnDetect is set to true; who was responsible for punishing, as well shown to punished player local banByIP = false -- only relevant if punishPlayerOnDetect and punishmentBan is set to true; banning by IP nowadays is not recommended (...) local banByUsername = false -- community username - legacy thing, hence is set to false and should stay like that local banBySerial = true -- only relevant if punishPlayerOnDetect and punishmentBan is set to true; (...) if there is a player serial to use instead local banTime = 0 -- only relevant if punishPlayerOnDetect and punishmentBan is set to true; time in seconds, 0 for permanent local allowOnlyProtectedKeys = true -- disallow (remove by using removeElementData, if it didn't existed before) every element data besides those given in protectedKeys table; in case someone wanted to flood server with garbage keys, which would be kept in memory until server restart or manual remove - setElementData(source, key, nil) won't remove it; it has to be removeElementData local debugLevel = 4 -- this debug level allows to hide INFO: prefix, and use custom colors local debugR = 255 -- debug message - red color local debugG = 127 -- debug message - green color local debugB = 0 -- debug message - blue color local protectedKeys = { ["vehicleNumber"] = { -- we want vehicleNumber to be set only on vehicles, with stricte numbers in range of 1-100 allowForElements = { ["vehicle"] = true, }, allowedDataTypes = { ["number"] = true, }, allowedNumberRange = {1, 100}, }, ["personalVehData"] = { -- we want be able to set personalVehData only on current vehicle, also it should be a string with length between 1-24 onlyForOwnPlayerVeh = true, allowedDataTypes = { ["string"] = true, }, allowedStringLength = {1, 24}, }, -- perform security checks on keys stored in this table, in a convenient way } local function reportAndRevertDataChange(clientElement, sourceElement, dataKey, oldValue, newValue, failReason, forceRemove) -- helper function to log and revert changes local logClient = inspect(clientElement) -- in-depth view of player which forced element data sync local logSerial = getPlayerSerial(clientElement) or "N/A" -- client serial, or "N/A" if not possible, for some reason local logSource = inspect(sourceElement) -- in-depth view of element which received data local logOldValue = inspect(oldValue) -- in-depth view of old value local logNewValue = inspect(newValue) -- in-depth view of new value local logText = -- fill our report with data "*\n".. "Detected element data abnormality:\n".. "Client: "..logClient.."\n".. "Client serial: "..logSerial.."\n".. "Source: "..logSource.."\n".. "Data key: "..dataKey.."\n".. "Old data value: "..logOldValue.."\n".. "New data value: "..logNewValue.."\n".. "Fail reason: "..failReason.."\n".. "*" outputDebugString(logText, debugLevel, debugR, debugG, debugB) -- print it to debug if (forceRemove) then -- we don't want this element data key to exist at all removeElementData(sourceElement, dataKey) -- remove it return true -- return success and stop here, we don't need further checks end setElementData(sourceElement, dataKey, oldValue, true) -- revert changes, it will call onElementDataChange event, but will fail (stop) on first condition - because server (not client) forced change return true -- return success end local function handleDataChange(clientElement, sourceElement, dataKey, oldValue, newValue) -- the heart of our anti-cheat, which does all the magic security measurements, returns true if there was no altering from client (based on data from protectedKeys), false otherwise local protectedKey = protectedKeys[dataKey] -- look up whether key changed is stored in protectedKeys table if (not protectedKey) then -- if it's not if (allowOnlyProtectedKeys) then -- if we don't want garbage keys local failReason = "Key isn't present in protectedKeys" -- reason shown in report local forceRemove = true -- should key be completely removed reportAndRevertDataChange(clientElement, sourceElement, dataKey, oldValue, newValue, failReason, forceRemove) -- report accident, and handle (or not) this player return false -- return failure end return true -- this key isn't protected, let it through end local onlyForPlayerHimself = protectedKey.onlyForPlayerHimself -- if key has "self-set" lock local onlyForOwnPlayerVeh = protectedKey.onlyForOwnPlayerVeh -- if key has "self-vehicle" lock local allowForElements = protectedKey.allowForElements -- if key has element type check local allowedDataTypes = protectedKey.allowedDataTypes -- if key has allowed data type check if (onlyForPlayerHimself) then -- if "self-set" lock is active local matchingElement = (clientElement == sourceElement) -- verify whether player who set data is equal to element which received data if (not matchingElement) then -- if it's not matching local failReason = "Can only set on player himself" -- reason shown in report local forceRemove = false -- should key be completely removed reportAndRevertDataChange(clientElement, sourceElement, dataKey, oldValue, newValue, failReason, forceRemove) -- report accident, and handle (or not) this player return false -- return failure end end if (onlyForOwnPlayerVeh) then -- if "self-vehicle" lock is active local playerVehicle = getPedOccupiedVehicle(clientElement) -- get current vehicle of player which set data local matchingVehicle = (playerVehicle == sourceElement) -- check whether it matches the one which received data if (not matchingVehicle) then -- if it doesn't match local failReason = "Can only set on player's own vehicle" -- reason shown in report local forceRemove = false -- should key be completely removed reportAndRevertDataChange(clientElement, sourceElement, dataKey, oldValue, newValue, failReason, forceRemove) -- report accident, and handle (or not) this player return false -- return failure end end if (allowForElements) then -- check if it's one of them local elementType = getElementType(sourceElement) -- get type of element whose data changed local matchingElementType = allowForElements[elementType] -- verify whether it's allowed if (not matchingElementType) then -- this isn't matching local failReason = "Invalid element type" -- reason shown in report local forceRemove = false -- should key be completely removed reportAndRevertDataChange(clientElement, sourceElement, dataKey, oldValue, newValue, failReason, forceRemove) -- report accident, and handle (or not) this player return false -- return failure end end if (allowedDataTypes) then -- if there's allowed data types local valueType = type(newValue) -- get data type of value local matchingType = allowedDataTypes[valueType] -- check if it's one of allowed if (not matchingType) then -- if it's not then local failReason = "Invalid data type" -- reason shown in report local forceRemove = false -- should key be completely removed reportAndRevertDataChange(clientElement, sourceElement, dataKey, oldValue, newValue, failReason, forceRemove) -- report accident, and handle (or not) this player return false -- return failure end local allowedStringLength = protectedKey.allowedStringLength -- if key has specified string length check local dataString = (valueType == "string") -- make sure it's a string if (allowedStringLength and dataString) then -- if we should check string length local minLength = allowedStringLength[1] -- retrieve min length local maxLength = allowedStringLength[2] -- retrieve max length local stringLength = utf8.len(newValue) -- get length of data string local matchingLength = (stringLength >= minLength) and (stringLength <= maxLength) -- compare whether value fits in between if (not matchingLength) then -- if it doesn't local failReason = "Invalid string length (must be between "..minLength.."-"..maxLength..")" -- reason shown in report local forceRemove = false -- should key be completely removed reportAndRevertDataChange(clientElement, sourceElement, dataKey, oldValue, newValue, failReason, forceRemove) -- report accident, and handle (or not) this player return false -- return failure end end local allowedTableLength = protectedKey.allowedTableLength -- if key has table length check local dataTable = (valueType == "table") -- make sure it's a table if (allowedTableLength and dataTable) then -- if we should check table length local minLength = allowedTableLength[1] -- retrieve min length local maxLength = allowedTableLength[2] -- retrieve max length local minLengthAchieved = false -- variable which checks 'does minimum length was achieved' local maxLengthExceeded = false -- variable which checks 'does length has exceeds more than allowed maximum' local tableLength = 0 -- store initial table length for _, _ in pairs(newValue) do -- loop through whole table tableLength = (tableLength + 1) -- add + 1 on each table entry minLengthAchieved = (tableLength >= minLength) -- is length bigger or at very minimum we require maxLengthExceeded = (tableLength > maxLength) -- does table exceeded more than max length? if (maxLengthExceeded) then -- it is bigger than it should be break -- break the loop (due of condition above being worthy, it makes no point to count further and waste CPU, on a table which potentially could have huge amount of entries) end end local matchingLength = (minLengthAchieved and not maxLengthExceeded) -- check if min length has been achieved, and make sure that it doesn't go beyond max length if (not matchingLength) then -- this table doesn't match requirements local failReason = "Invalid table length (must be between "..minLength.."-"..maxLength..")" -- reason shown in report local forceRemove = false -- should key be completely removed reportAndRevertDataChange(clientElement, sourceElement, dataKey, oldValue, newValue, failReason, forceRemove) -- report accident, and handle (or not) this player return false -- return failure end end local allowedNumberRange = protectedKey.allowedNumberRange -- if key has allowed number range check local dataNumber = (valueType == "number") -- make sure it's a number if (allowedNumberRange and dataNumber) then -- if we should check number range local minRange = allowedNumberRange[1] -- retrieve min number range local maxRange = allowedNumberRange[2] -- retrieve max number range local matchingRange = (newValue >= minRange) and (newValue <= maxRange) -- compare whether value fits in between if (not matchingRange) then -- if it doesn't local failReason = "Invalid number range (must be between "..minRange.."-"..maxRange..")" -- reason shown in report local forceRemove = false -- should key be completely removed reportAndRevertDataChange(clientElement, sourceElement, dataKey, oldValue, newValue, failReason, forceRemove) -- report accident, and handle (or not) this player return false -- return failure end end end return true -- security checks passed, we are all clear with this data key end function onElementDataChangeAdvancedAC(dataKey, oldValue, newValue) -- this event makes use of handleDataChange, the code was split for better readability if (not client) then -- check if data is coming from client return false -- if it's not, do not continue end local approvedChange = handleDataChange(client, source, dataKey, oldValue, newValue) -- run our security checks if (approvedChange) then -- it's all cool and good return false -- we don't need further action end if (not punishPlayerOnDetect) then -- we don't want to punish player for some reason return false -- so stop here end if (punishmentBan) then -- if it's ban banPlayer(client, banByIP, banByUsername, banBySerial, punishedBy, punishmentReason, banTime) -- remove his presence from server else -- otherwise kickPlayer(client, punishedBy, punishmentReason) -- simply kick player out of server end end addEventHandler("onElementDataChange", root, onElementDataChangeAdvancedAC)
Securing triggerServerEvent
- All parameters including source can be faked and should not be trusted.
- Global variable client can be trusted.
- Admin styled events should be verifying player (client) ACL rights, either by isObjectInACLGroup or hasObjectPermissionTo.
- Be aware to which players event is sent via triggerClientEvent. For both security & performance reasons, admin like events should be received by admins only (to prevent confidential data being accessed), in the same time you shouldn't send each event to everyone on server (e.g: login success event which hides login panel for certain player). triggerClientEvent allows you to specify the event receiver as first (optional) argument. It defaults to root, meaning if you don't specify it, it will be sent to everyone connected to server - even those who are still downloading server cache (which results in Server triggered clientside event eventName, but event is not added clientside.). You can either pass player element or table with receivers:
local playersToReceiveEvent = {player1, player2, player3} -- each playerX is player element triggerClientEvent(playersToReceiveEvent, ...) -- do not forget to fill the latter part of arguments
Example of comfortable anti-cheat function designed for events, used for data validation for both normal, and admin events which are called from client-side.
--[[ For maximum security set punishPlayerOnDetect, punishmentBan to true (as per default configuration) Anti-cheat (processServerEventData) table structure and it's options: checkACLGroup = { -- check whether player who called event belongs to at least one group below, set to false/nil to not check this "Admin", }, checkPermissions = { -- check whether player who called event has permission to at least one thing below, set to false/nil to not check this "function.kickPlayer", }, checkEventData = { { debugData = "source", -- optional details for report shown in debug message eventData = source, -- data we want to verify equalTo = client, -- compare whether eventData == equalTo allowedElements = { -- restrict eventData to be certain element type(s), set to false/nil or leave it empty to not check this (full list of element types: https://wiki.multitheftauto.com/wiki/GetElementsByType) ["player"] = true, ["ped"] = true, ["vehicle"] = true, ["object"] = true, }, allowedDataTypes = { -- restrict eventData to be certain value type(s), set to false/nil or leave it empty to not check this ["string"] = true, ["number"] = true, ["table"] = true, ["boolean"] = true, ["nil"] = true, }, allowedStringLength = {1, 32}, -- if eventData is a string, then it's length must be in between (min-max), set it to false/nil to not check string length - do note that allowedDataTypes must contain ["string"] = true allowedTableLength = {1, 64}, -- if eventData is a table, then it's length must be in between (min-max), set it to false/nil to not check table length - do note that allowedDataTypes must contain ["table"] = true allowedNumberRange = {1, 128}, -- if eventData is a number, then it must be in between (min-max), set it to false/nil to not check number range - do note that allowedDataTypes must contain ["number"] = true }, }, ]] local punishPlayerOnDetect = true -- should player be punished upon detection (make sure that resource which runs this code has admin rights) local punishmentBan = true -- only relevant if punishPlayerOnDetect is set to true; use true for ban or false for kick local punishmentReason = "Altering server event data" -- only relevant if punishPlayerOnDetect is set to true; reason which would be shown to punished player local punishedBy = "Console" -- only relevant if punishPlayerOnDetect is set to true; who was responsible for punishing, as well shown to punished player local banByIP = false -- only relevant if punishPlayerOnDetect and punishmentBan is set to true; banning by IP nowadays is not recommended (...) local banByUsername = false -- community username - legacy thing, hence is set to false and should stay like that local banBySerial = true -- only relevant if punishPlayerOnDetect and punishmentBan is set to true; (...) if there is a player serial to use instead local banTime = 0 -- only relevant if punishPlayerOnDetect and punishmentBan is set to true; time in seconds, 0 for permanent local debugLevel = 4 -- this debug level allows to hide INFO: prefix, and use custom colors local debugR = 255 -- debug message - red color local debugG = 127 -- debug message - green color local debugB = 0 -- debug message - blue color function processServerEventData(clientElement, sourceElement, serverEvent, securityChecks) -- the heart of our anti-cheat, which does all the magic security measurements, returns true if there was no altering from client (based on data from securityChecks), false otherwise if (not securityChecks) then -- if we haven't passed any security checks return true -- nothing to check, let code go further end if (not clientElement) then -- if client variable isn't available for some reason (although it should never happen) local failReason = "Client variable not present" -- reason shown in report local skipPunishment = true -- should server skip punishment reportAndHandleEventAbnormality(clientElement, sourceElement, serverEvent, failReason, skipPunishment) -- report accident, and handle (or not) this player return false -- return failure end local checkACLGroup = securityChecks.checkACLGroup -- if there's any ACL groups to check local checkPermissions = securityChecks.checkPermissions -- if there's any permissions to check local checkEventData = securityChecks.checkEventData -- if there's any data checks if (checkACLGroup) then -- let's check player ACL groups local playerAccount = getPlayerAccount(clientElement) -- get current account of player local guestAccount = isGuestAccount(playerAccount) -- if account is guest (meaning player is not logged in) if (guestAccount) then -- it's the case local failReason = "Can't retrieve player login - guest account" -- reason shown in report local skipPunishment = true -- should server skip punishment reportAndHandleEventAbnormality(clientElement, sourceElement, serverEvent, failReason, skipPunishment) -- report accident, and handle (or not) this player return false -- return failure end local accountName = getAccountName(playerAccount) -- get name of player's current account local aclString = "user."..accountName -- format it for further use in isObjectInACLGroup function for groupID = 1, #checkACLGroup do -- iterate over table of given groups local groupName = checkACLGroup[groupID] -- get each group name local aclGroup = aclGetGroup(groupName) -- check if such group exists if (not aclGroup) then -- it doesn't local failReason = "ACL group '"..groupName.."' is missing" -- reason shown in report local skipPunishment = true -- should server skip punishment reportAndHandleEventAbnormality(clientElement, sourceElement, serverEvent, failReason, skipPunishment) -- report accident, and handle (or not) this player return false -- return failure end local playerInACLGroup = isObjectInACLGroup(aclString, aclGroup) -- check if player belong to the group if (playerInACLGroup) then -- yep, it's the case return true -- so it's a success end end local failReason = "Player doesn't belong to any given ACL group" -- reason shown in report local skipPunishment = true -- should server skip punishment reportAndHandleEventAbnormality(clientElement, sourceElement, serverEvent, failReason, skipPunishment) -- report accident, and handle (or not) this player return false -- return failure end if (checkPermissions) then -- check if player has at least one desired permission local allowedByDefault = false -- does he have access by default for permissionID = 1, #checkPermissions do -- iterate over all permissions local permissionName = checkPermissions[permissionID] -- get permission name local hasPermission = hasObjectPermissionTo(clientElement, permissionName, allowedByDefault) -- check whether player is allowed to perform certain action if (hasPermission) then -- if player has access return true -- one is available (and enough), server won't bother to check others (as return keywords also breaks loop) end end local failReason = "Not enough permissions" -- reason shown in report local skipPunishment = true -- should server skip punishment reportAndHandleEventAbnormality(clientElement, sourceElement, serverEvent, failReason, skipPunishment) -- report accident, and handle (or not) this player return false -- return failure end if (checkEventData) then -- if there is some data to verify for dataID = 1, #checkEventData do -- iterate over each of data local dataToCheck = checkEventData[dataID] -- get each data set local eventData = dataToCheck.eventData -- this is the one we'll be verifying local equalTo = dataToCheck.equalTo -- we want to compare whether eventData == equalTo local allowedElements = dataToCheck.allowedElements -- check whether is element, and whether belongs to certain element types local allowedDataTypes = dataToCheck.allowedDataTypes -- do we restrict data to be certain type? local debugData = dataToCheck.debugData -- additional helper data local debugText = debugData and " ("..debugData..")" or "" -- if it's present, format it nicely if (equalTo) then -- equal check exists local matchingData = (eventData == equalTo) -- compare whether those two values are equal if (not matchingData) then -- they aren't local failReason = "Data isn't equal @ argument "..dataID..debugText -- reason shown in report local skipPunishment = false -- should server skip punishment reportAndHandleEventAbnormality(clientElement, sourceElement, serverEvent, failReason, skipPunishment) -- report accident, and handle (or not) this player return false -- return failure end end if (allowedElements) then -- we do check whether is an element, and belongs to at least one given in the list local validElement = isElement(eventData) -- check if it's actual element if (not validElement) then -- it's not local failReason = "Data isn't element @ argument "..dataID..debugText -- reason shown in report local skipPunishment = false -- should server skip punishment reportAndHandleEventAbnormality(clientElement, sourceElement, serverEvent, failReason, skipPunishment) -- report accident, and handle (or not) this player return false -- return failure end local elementType = getElementType(eventData) -- it's element, so we want to know it's type local matchingElementType = allowedElements[elementType] -- verify whether it's allowed if (not matchingElementType) then -- it's not allowed local failReason = "Invalid element type @ argument "..dataID..debugText -- reason shown in report local skipPunishment = false -- should server skip punishment reportAndHandleEventAbnormality(clientElement, sourceElement, serverEvent, failReason, skipPunishment) -- report accident, and handle (or not) this player return false -- return failure end end if (allowedDataTypes) then -- let's check allowed data types local dataType = type(eventData) -- get data type local matchingType = allowedDataTypes[dataType] -- verify whether it's allowed if (not matchingType) then -- it isn't local failReason = "Invalid data type @ argument "..dataID..debugText -- reason shown in report local skipPunishment = false -- should server skip punishment reportAndHandleEventAbnormality(clientElement, sourceElement, serverEvent, failReason, skipPunishment) -- report accident, and handle (or not) this player return false -- return failure end local allowedStringLength = dataToCheck.allowedStringLength -- if data has string length check local dataString = (dataType == "string") -- make sure it's a string if (allowedStringLength and dataString) then -- if we should check string length local minLength = allowedStringLength[1] -- retrieve min length local maxLength = allowedStringLength[2] -- retrieve max length local stringLength = utf8.len(eventData) -- get length of data string local matchingLength = (stringLength >= minLength) and (stringLength <= maxLength) -- compare whether value fits in between if (not matchingLength) then -- if it doesn't local failReason = "Invalid string length (must be between "..minLength.."-"..maxLength..") @ argument "..dataID..debugText -- reason shown in report local skipPunishment = false -- should server skip punishment reportAndHandleEventAbnormality(clientElement, sourceElement, serverEvent, failReason, skipPunishment) -- report accident, and handle (or not) this player return false -- return failure end end local allowedTableLength = dataToCheck.allowedTableLength -- if data has table length check local dataTable = (dataType == "table") -- make sure it's a table if (allowedTableLength and dataTable) then -- if we should check table length local minLength = allowedTableLength[1] -- retrieve min length local maxLength = allowedTableLength[2] -- retrieve max length local minLengthAchieved = false -- variable which checks 'does minimum length was achieved' local maxLengthExceeded = false -- variable which checks 'does length has exceeds more than allowed maximum' local tableLength = 0 -- store initial table length for _, _ in pairs(eventData) do -- loop through whole table tableLength = (tableLength + 1) -- add + 1 on each table entry minLengthAchieved = (tableLength >= minLength) -- is length bigger or at very minimum we require maxLengthExceeded = (tableLength > maxLength) -- does table exceeded more than max length? if (maxLengthExceeded) then -- it is bigger than it should be break -- break the loop (due of condition above being worthy, it makes no point to count further and waste CPU, on a table which potentially could have huge amount of entries) end end local matchingLength = (minLengthAchieved and not maxLengthExceeded) -- check if min length has been achieved, and make sure that it doesn't go beyond max length if (not matchingLength) then -- this table doesn't match requirements local failReason = "Invalid table length (must be between "..minLength.."-"..maxLength..") @ argument "..dataID..debugText -- reason shown in report local skipPunishment = false -- should server skip punishment reportAndHandleEventAbnormality(clientElement, sourceElement, serverEvent, failReason, skipPunishment) -- report accident, and handle (or not) this player return false -- return failure end end local allowedNumberRange = dataToCheck.allowedNumberRange -- if data has number range check local dataNumber = (dataType == "number") -- make sure it's a number if (allowedNumberRange and dataNumber) then -- if we should check number range local minRange = allowedNumberRange[1] -- retrieve min number range local maxRange = allowedNumberRange[2] -- retrieve max number range local matchingRange = (eventData >= minRange) and (eventData <= maxRange) -- compare whether value fits in between if (not matchingRange) then -- if it doesn't local failReason = "Invalid number range (must be between "..minRange.."-"..maxRange..") @ argument "..dataID..debugText -- reason shown in report local skipPunishment = false -- should server skip punishment reportAndHandleEventAbnormality(clientElement, sourceElement, serverEvent, failReason, skipPunishment) -- report accident, and handle (or not) this player return false -- return failure end end end end end return true -- security checks passed, we are all clear with this event call end function reportAndHandleEventAbnormality(clientElement, sourceElement, serverEvent, failReason, skipPunishment) -- helper function to log and handle accidents local logClient = inspect(clientElement) -- in-depth view player which called event local logSerial = getPlayerSerial(clientElement) or "N/A" -- client serial, or "N/A" if not possible, for some reason local logSource = inspect(sourceElement) -- in-depth view of source element local logText = -- fill our report with data "*\n".. "Detected event abnormality:\n".. "Client: "..logClient.."\n".. "Client serial: "..logSerial.."\n".. "Source: "..logSource.."\n".. "Event: "..serverEvent.."\n".. "Reason: "..failReason.."\n".. "*" outputDebugString(logText, debugLevel, debugR, debugG, debugB) -- print it to debug if (not punishPlayerOnDetect or skipPunishment) then -- we don't want to punish player for some reason return true -- stop here end if (punishmentBan) then -- if it's ban banPlayer(clientElement, banByIP, banByUsername, banBySerial, punishedBy, punishmentReason, banTime) -- remove his presence from server else -- otherwise kickPlayer(clientElement, punishedBy, punishmentReason) -- simply kick player out of server end return true -- all done, report success end function onServerEvent(clientData) --[[ Assume this server event (function) is called in such way: local dataToPass = 10 triggerServerEvent("onServerEvent", localPlayer, dataToPass) ]] local shouldProcessServerCode = processServerEventData( client, -- client element - responsible for calling event source, -- source element - passed in triggerServerEvent (as 2nd argument) eventName, -- name of event - in this case 'onServerEvent' { checkEventData = { -- we want to verify everything what comes from client { eventData = source, -- first to check, source variable equalTo = client, -- we want to check whether it matches player who called event debugData = "source", -- helper details which would be shown in report }, { eventData = clientData, -- let's check the data which client sent to us allowedDataTypes = { ["number"] = true, -- we want it to be only number }, allowedNumberRange = {1, 100}, -- in range of 1 to 100 debugData = "clientData", -- if something goes wrong, let server know where (it will appear in debug report) }, }, } ) if (not shouldProcessServerCode) then -- something isn't right, no green light for processing code behind this scope return false -- stop code execution end -- do code as usual end addEvent("onServerEvent", true) addEventHandler("onServerEvent", root, onServerEvent) function onServerAdminEvent(playerToBan) --[[ Assume this server admin event (function) is called in such way: local playerToBan = getPlayerFromName("playerToBan") triggerServerEvent("onServerAdminEvent", localPlayer, playerToBan) ]] local shouldProcessServerCode = processServerEventData( client, -- client element - responsible for calling event source, -- source element - passed in triggerServerEvent (as 2nd argument) eventName, -- name of event - in this case 'onServerAdminEvent' { checkACLGroup = { -- we need to check whether player who called event belongs to ACL groups "Admin", -- in this case admin group }, checkEventData = { -- we want to verify everything what comes from client { eventData = source, -- first to check, source variable equalTo = client, -- we want to check whether it matches player who called event debugData = "source", -- helper details which would be shown in report }, { eventData = playerToBan, -- let's check the data which client sent to us allowedDataTypes = { ["player"] = true, -- we want it to be player }, debugData = "playerToBan", -- if something goes wrong, let server know where (it will appear in debug report) }, }, } ) if (not shouldProcessServerCode) then -- something isn't right, no green light for processing code behind this scope return false -- stop code execution end -- do code as usual end addEvent("onServerAdminEvent", true) addEventHandler("onServerAdminEvent", root, onServerAdminEvent)
Securing server-only events
- It is very important to disable remote triggering ability in addEvent, to prevent calling server-side only events from client-side.
- Admin styled events should be verifying player ACL rights, either by isObjectInACLGroup or hasObjectPermissionTo.
This example shows how you should make event server-side only.
function onServerSideOnlyEvent() -- do some server-side stuff end addEvent("onServerSideOnlyEvent", false) -- set second argument (allowRemoteTriger) to false, so it can't be called from client addEventHandler("onServerSideOnlyEvent", root, onServerSideOnlyEvent) -- associate our event with function onServerSideOnlyEvent
Securing projectiles & explosions
This section (and code is work in progress) - use at your own risk.
Handling non-registered events
See: onPlayerTriggerInvalidEvent