Jump to content
  • 0

Looking for help or skilled developer


Question

Posted

I have a problem in Vanganth, surely much people have the same:

 

Usersockets: This number is  higher than the playing users, l2server dont fix that number when a person logout, and i supose that it drives to the next problem

Pending Write: This number goes up to +-5.600.000/8k (+-700) or more.

 

someone has fixed or worked on it? 

 

i adjunt my SocketLimiter.cpp and header. 

 

SocketLimiter.h

#pragma once

class SocketLimiter
{
	static int nLastCheck;
public:
	static void Initialize();
	static SOCKET AcceptConnection(SOCKET ListenSocket, sockaddr *addr, int *addrlen);
	static void ValidateSend(CSocket *pSocket, const char *format, va_list va);
	static void SetPendingWriteLimit(int nLimit);
	static void TimerExpired();
	static bool ValidUserSocket(CSocket *pSocket);
	static void OnRead(CUserSocket *pSocket);
	static void Read(CUserSocket *pSocket, DWORD dwLeft);
	static void UserSocketBadPacketSizeLog(LPVOID lpInstance, UINT logType, const WCHAR* format, UINT64 sockFunc, int packetSize);
};

 

SocketLimiter.cpp

/*
################SOCKET##LIMITER##################
## This module will protect l2server, blocking ##
## ugly bug with usersockets, opening xxk and  ##
## using all available IOBufferPool. It will   ##
## also auto ban ip, if there will be more than##
## x connection from this ip at once.          ##
#################################################
*/
#include "StdAfx.h"
#include "SocketLimiter.h"
#include "SocketDB.h"
#include "IpList.h"
#include "IpBlocker.h"

LPINT lpUsersOnline;
LPINT lpUserSockets;
LPINT lpPendingWriteLimit;
static int nSocketLimitPerIP;
static int nBanDuration; //in seconds
static UINT g_IOReadPerSecond = UINT_MAX;
UINT g_SocketReleaseTime = 25000;
UINT g_SocketPreReleaseTime = 5000;
int SocketLimiter::nLastCheck;

CUserSocket* g_ThreadUserSocket[32];

/*
[SocketLimiter]
Enabled=1
;ip separated by space ex. 127.0.0.1 192.168.0.1 192.168.0.2
SafeIpList=127.0.0.1
;Limit sockets per ip (default 10)
LimitPerIp=10
;Ban duration after reaching socket ip limit in seconds (default 300)
BanDuration=300
;Pending write limit (amount of data that will be sent to user in bytes Default l2server: 2097152)
PendingWriteLimit=1097152
PendingWriteDuringSiege=2097152
*/
void SocketLimiter::Initialize()
{
	g_Log.Add(CLog::Blue, "[Ext] Initializing Socket Limiter");
	nLastCheck = time(NULL);
	lpUsersOnline = (LPINT)0x1557E0C; //dVamp exe : 0x1558E10
	lpUserSockets = (LPINT)0x1557E08;	//dVamp exe : 0x1558E08
	lpPendingWriteLimit = (LPINT)0x0086C19C;
	
	const TCHAR* section = _T("SocketLimiter");

	if(!GetPrivateProfileInt(section, _T("Enabled"), 0, g_ConfigFile))
	{
		g_Log.Add(CLog::Blue, "[%s] Disabled", __FUNCTION__);
		return;
	}

	for(UINT n=0;n<32;n++)
	{
		g_ThreadUserSocket[n] = 0;
	}
	//Set Config Data
	nSocketLimitPerIP = GetPrivateProfileInt(section, _T("LimitPerIp"), 20, g_ConfigFile);
	nBanDuration = GetPrivateProfileInt(section, _T("BanDuration"), 300, g_ConfigFile);
	g_IOReadPerSecond = GetPrivateProfileInt(section, _T("MaxIOReadPerSecond"), UINT_MAX, g_ConfigFile);
	g_SocketReleaseTime = GetPrivateProfileInt(section, _T("SocketReleaseTime"), 25000, g_ConfigFile);
	g_SocketPreReleaseTime = GetPrivateProfileInt(section, _T("SocketPreReleaseTime"), 500, g_ConfigFile);
	//(*pPendingWriteLimit) = g_Config.SockLimiterInfo.GetPendingWriteLimit(); //2097152 org l2server limit
	g_HookManager.WriteMemoryDWORD(0x86c19c, GetPrivateProfileInt(section, _T("PendingWriteLimit"), 2097152, g_ConfigFile));
	g_HookManager.WriteMemoryDWORD(0x890B12, g_SocketReleaseTime);
	g_HookManager.WriteMemoryDWORD(0x890A5E, g_SocketPreReleaseTime);
	

	TCHAR temp[8190];
	if(GetPrivateProfileString(section, _T("SafeIpList"), 0, temp, sizeof(temp), g_ConfigFile))
	{
		wstringstream sstr;
		sstr << temp;
		wstring sVal;
		while(sstr >> sVal)
		{
			CIPAddress ip(sVal);
			g_Log.Add(CLog::Blue, "[%s] SafeIpList: %S [%d]", __FUNCTION__, ip.ToString().c_str(), g_SafeIpList.GetSize());
			g_SafeIpList.AddIp(ip);
		}
	}
	
	//Set Hooks
	g_HookManager.WriteCall(0x620EEF, AcceptConnection, 1);

	//CSocket::SendV hook
	g_HookManager.WriteCall(0x005AB493, ValidateSend, 0); //CEventMatch::Broadcast
	g_HookManager.WriteCall(0x005AB65D, ValidateSend, 0); //CEventMatch::Broadcast
	g_HookManager.WriteCall(0x005ABA6D, ValidateSend, 0); //CEventMatch::Broadcast2Observer
	g_HookManager.WriteCall(0x006FF983, ValidateSend, 0); //COlympiadField::SendVToPlayers
	g_HookManager.WriteCall(0x006FF9B5, ValidateSend, 0); //COlympiadField::SendVToPlayers
	g_HookManager.WriteCall(0x006FFE36, ValidateSend, 0); //COlympiadObserverEntry::Broadcast
	g_HookManager.WriteCall(0x0071D7C6, ValidateSend, 0); //CParty::BroadcastToAllParty
	g_HookManager.WriteCall(0x0071D9E1, ValidateSend, 0); //CParty::BroadcastToAllPartyV
	g_HookManager.WriteCall(0x007D5FCA, ValidateSend, 0); //CSocket::Send

	g_HookManager.WriteMemoryDWORD(0xA8EF38, (DWORD)SocketLimiter::OnRead);
	g_HookManager.WriteCall(0x8774D5, SocketLimiter::Read, 0);
	g_HookManager.WriteCall(0x87753A, SocketLimiter::Read, 0);
	g_HookManager.WriteCall(0x8777C6, SocketLimiter::Read, 0);
	g_HookManager.WriteCall(0x877516, SocketLimiter::UserSocketBadPacketSizeLog);
}

UINT g_LastInvalidPacketLog = 0;

void SocketLimiter::UserSocketBadPacketSizeLog(LPVOID lpInstance, UINT logType, const WCHAR* format, UINT64 sockFunc, int packetSize)
{
	UINT currentTick = GetTickCount();
	if(g_LastInvalidPacketLog < currentTick)
	{
		g_LastInvalidPacketLog = currentTick + 5000;
		UINT threadIndex = GetThreadIndex();
		if(threadIndex < 32)
		{
			CUserSocket *pSocket = g_ThreadUserSocket[threadIndex];
			if(pSocket->ValidUserSocket())
			{
				g_Log.Add(CLog::Error, "Invalid packet size[%d] in User Socket from ip[%d.%d.%d.%d]!", packetSize, (UINT)pSocket->addr.S_un.S_un_b.s_b1, (UINT)pSocket->addr.S_un.S_un_b.s_b2, (UINT)pSocket->addr.S_un.S_un_b.s_b3, (UINT)pSocket->addr.S_un.S_un_b.s_b4);
			}
		}
	}
}

void SocketLimiter::OnRead(CUserSocket *pSocket)
{
	guard;

	UINT threadIndex = GetThreadIndex();
	if(threadIndex < 32)
	{
		g_ThreadUserSocket[threadIndex] = pSocket;
	}

	if(pSocket && pSocket->pED)
	{
		DWORD currentTick = GetTickCount();
		DWORD timeoutTick = currentTick + 30000;
		pSocket->pED->onReadTimeout = timeoutTick;
		if(pSocket->pED->ioReadTimeout < currentTick || pSocket->pED->ioReadTimeout > (DWORD)(currentTick + 1000))
		{
			pSocket->pED->ioReadCount = 0;
			pSocket->pED->ioReadTimeout = GetTickCount() + 1000;
		}
	}
	typedef void(*f)(CUserSocket*);
	f(0x876F60L)(pSocket);

	if(threadIndex < 32)
	{
		g_ThreadUserSocket[threadIndex] = 0;
	}

	unguard;
}

void SocketLimiter::Read(CUserSocket *pSocket, DWORD dwLeft)
{
	guard;

	//check for deadlock
	UINT currentTick = GetTickCount();
	if(pSocket->pED->onReadTimeout > currentTick || ((DWORD)(pSocket->pED->onReadTimeout - 30000) > currentTick))
	{
		pSocket->pED->ioReadCount = pSocket->pED->ioReadCount + 1;

		if(pSocket->pED->ioReadCount < g_IOReadPerSecond)
		{
			typedef void(*f)(CUserSocket*, DWORD);
			f(0x6205F0L)(pSocket, dwLeft);
		}else
		{
			//close socket
			g_Log.Add(CLog::Error, "[%s] UserSocket from ip[%d.%d.%d.%d] reached IOReadPerSecond limit [%d][%d] - closed!", __FUNCTION__, pSocket->addr.S_un.S_un_b.s_b1, pSocket->addr.S_un.S_un_b.s_b2, pSocket->addr.S_un.S_un_b.s_b3, pSocket->addr.S_un.S_un_b.s_b4, pSocket->pED->ioReadCount, g_IOReadPerSecond);
			pSocket->Close();
		}
	}else
	{
		//close socket
		g_Log.Add(CLog::Error, "[%s] UserSocket from ip[%d.%d.%d.%d] reached execute limit for CUserSocket::OnRead [%u][%u] - closed!", __FUNCTION__, pSocket->addr.S_un.S_un_b.s_b1, pSocket->addr.S_un.S_un_b.s_b2, pSocket->addr.S_un.S_un_b.s_b3, pSocket->addr.S_un.S_un_b.s_b4, pSocket->pED->onReadTimeout, currentTick);
		pSocket->Close();
	}

	unguard;
}

SOCKET SocketLimiter::AcceptConnection(SOCKET ListenSocket, sockaddr *addr, LPINT lpAddrLen)
{
	SOCKET s = accept(ListenSocket, addr, lpAddrLen);
	try
	{
		sockaddr_in* lpAddr = (struct sockaddr_in*)addr;
		char *szIP = inet_ntoa(lpAddr->sin_addr);
		CIPAddress ip((*lpAddr));
		
		if(!g_SafeIpList.Contain(ip)) 
		{
			
			if( g_IpBlocker.IsBlocked(szIP) )
			{
				closesocket(s);
				WSASetLastError(WSAEWOULDBLOCK);
				s = -1;
			}else if(g_BannedIpList.Contain(ip))
			{
				closesocket(s);
				WSASetLastError(WSAEWOULDBLOCK);
				s = -1;
			}else
			{
				int nSocketCount = g_SocketDB.GetIpCount(ip);
				if( nSocketCount >= nSocketLimitPerIP )
				{
					g_Log.Add(CLog::Error, "[%s] IP[%s] reached socket limit[%d]!", __FUNCTION__, szIP, nSocketLimitPerIP);
					g_Logger.Add(L"[%S] IP[%S] reached socket limit(%d) - Banned for [%d] seconds.", __FUNCTION__, szIP, nSocketLimitPerIP, nBanDuration);
					g_BannedIpList.AddIp(ip, nBanDuration);

					closesocket(s);
					WSASetLastError(WSAEWOULDBLOCK);
					s = -1;
				}
			}
		}
	}catch(...)
	{
		EXCEPTION_LOG;
	}
	return s;
}

void SocketLimiter::ValidateSend(CSocket *pSocket, const char *format, va_list va)
{
	try
	{
		if(CUserSocket *pUS = pSocket->CastUserSocket())
		{
			if( (INT64)pUS->s == -1 )
			{
				if(pUS->pED->invalidWriteTime == 0)
				{
					pUS->pED->invalidWriteTime = time(0) + 60;
				}
				if(pUS->pED->invalidWriteTime > 0 && pUS->pED->invalidWriteTime < time(0) && pUS->netPingTime < (time(0) + 30))
				{
					/*
					CHAR buff[16384];
					int len = Utils::VAssemble(buff, 16384, format, va);
					g_Log.Add(CLog::Error, "[%s] Trying to write to invalid user socket ip[%d.%d.%d.%d] - opCode[%x]!", __FUNCTION__, pUS->addr.S_un.S_un_b.s_b1, pUS->addr.S_un.S_un_b.s_b2, pUS->addr.S_un.S_un_b.s_b3, pUS->addr.S_un.S_un_b.s_b4, (BYTE)buff[0]);
					g_Log.StackTrace(CLog::Error); */
					pUS->netPingTime = time(0) + 120;
				}
				return;
			}
		}
		typedef void (*f)(CSocket*, const char *, va_list);
		f(0x7D5D40L)(pSocket, format, va);
	}catch(...)
	{
		g_Log.Add(CLog::Error, "[%s] Exception format[%s]!", __FUNCTION__, format);
		g_Log.StackTrace(CLog::Error);
	}
}

void SocketLimiter::SetPendingWriteLimit(int nLimit)
{
	if(nLimit > 0)
	{
		(*lpPendingWriteLimit) = nLimit;
	}
}

bool SocketLimiter::ValidUserSocket(CSocket *pSocket)
{
	typedef bool (*f)(CSocket*);
		
	if(f(0x86C160L)(pSocket))
	{

		return true;
	}
	return false;
}

void SocketLimiter::TimerExpired()
{
	if(time(NULL) > (nLastCheck + 10))
	{
	//	FixUserSocketCount();
		nLastCheck = time(NULL);
	}
}

/*void SocketLimiter::FixUserSocketCount()
{
	size_t nSocketCount = g_SocketDB.GetSocketCount();
	if((*lpUserSockets) > (nSocketCount + 50))
	{
		(*lpUserSockets) = (int)nSocketCount;
		g_Log.Add(CLog::Blue, "[%s] Done.", __FUNCTION__);
	}
}*/

 

3 answers to this question

Recommended Posts

  • 0
Posted (edited)

Usersockets - you are absolutely right here. L2Server (c1 and c4) doesn't always release sockets. Easiest way to do it - send CharacterSelect two times (ofc you need some booting tool here). Server will kick such a user, but socket will never be released. It's the only one of example. 

So some-one might just send those 2 CharacterSelect packets even with a good delay to avoid DDoS protection, but still might cause thousands of leaked sockets just in few hours (each socket instance occupies OS IO resoures).

 

Why would some-one send this packet many times? First - to harm your server (memory/OS handlers leaks). Second - this is a popular trick to character dupe. Some-one might try to dupe character. Even if you have dupe-protection, socket still will be leaked

Edited by MasterToma
  • Upvote 1

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now


  • Posts

    • Greetings, MaxCheaters community! We are the development team behind projects like AdenLand, Classic GvE, TinyEssence, PvPEssence, and several others. Over the years of managing high-traffic servers, we’ve built our own ecosystem of tools for datapack and client editing, simply because standard software often failed to meet our production needs or was too slow. Today, we are opening access to these professional solutions for our colleagues in the dev scene. You can explore our suite of editors and utilities here: 👉 https://la2.tools/ Why choose our tools? Battle-Tested: This software is used daily to maintain and update our own live projects. Efficiency: Designed to automate routine tasks that usually take hours or even days. Stability: Built to handle complex client/server structures where generic tools often crash. We are ready to provide consultations on integrating these tools into your development workflow to make your process faster and more secure.  
    • There is such a topics based on java html services!
    • L2Elixir – Patch 9 Is Live! Since November 28, when L2Elixir officially opened, we’ve been here consistently and with dedication. We sincerely thank everyone who continues to support this major effort to bring back the true legacy of L2Elixir, even after 18+ years. It truly makes us happy to see many old players reunite, just like in the old days, and enjoy the game the way it was meant to be played: without RMT, without bug abusers, and without “paid” clans/CPs that disappear after a month. We continue with vision, stability, and respect for the community. Wishing everyone to Have fun! Changelogs: 🏆 Olympiad Olympiad every Monday & Friday (last day: Friday). Fixed an issue with wrong Class ID caused by the Class Change service. ⚔️ Territory Wars Territory Wars will now be held every Tuesday to increase PvP activity. 🛡️ Antibot General updates and additional security improvements implemented. 🔧 Items Augmentation & Attribute are now allowed on PvP weapons. Implemented Premium Coupon (15 Days) (currently not available). 🎉 Events An Auto Event will begin early morning (05:00) for NA players. 💻 Client Added EXP zones to the Map → Hunting Zones section. Renamed them to “XP Bonus” so they appear at the top of the list.   Website: https://l2elixir.org/ Discord: https://discord.gg/5ydPHvhbxs
    • I haven't work in Essence but I have transformed mobius projects into fully stable projects, reach out to me in Discord @cerus0130
  • Topics

×
×
  • Create New...

Important Information

This community uses essential cookies to function properly. Non-essential cookies and third-party services are used only with your consent. Read our Privacy Policy and We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue..