Files
Erupe/server/channelserver/handlers_character.go
Houmgaor 01b829d0e9 feat(savedata): add tier 2 integrity protections
Strengthen savedata persistence against corruption and race conditions:

- SHA-256 checksum: hash the decompressed blob on every save, store in
  new savedata_hash column, verify on load to detect silent corruption.
  Pre-existing characters with no hash are silently upgraded on next save.
- Atomic transactions: wrap character data + house data + hash + backup
  into a single DB transaction via SaveCharacterDataAtomic, so a crash
  mid-save never leaves partial state.
- Per-character save mutex: CharacterLocks (sync.Map of charID → Mutex)
  serializes concurrent saves for the same character, preventing races
  that could defeat corruption detection. Different characters remain
  fully independent.

Migration 0008 adds the savedata_hash column to the characters table.
2026-03-17 19:21:55 +01:00

170 lines
5.0 KiB
Go

package channelserver
import (
"bytes"
"crypto/sha256"
"database/sql"
"errors"
"fmt"
"time"
cfg "erupe-ce/config"
"erupe-ce/network/mhfpacket"
"go.uber.org/zap"
)
// Backup configuration constants.
const (
saveBackupSlots = 3 // number of rotating backup slots per character
saveBackupInterval = 30 * time.Minute // minimum time between backups
)
// GetCharacterSaveData loads a character's save data from the database and
// verifies its integrity checksum when one is stored.
func GetCharacterSaveData(s *Session, charID uint32) (*CharacterSaveData, error) {
id, savedata, isNew, name, storedHash, err := s.server.charRepo.LoadSaveDataWithHash(charID)
if err != nil {
if errors.Is(err, sql.ErrNoRows) {
s.logger.Error("No savedata found", zap.Uint32("charID", charID))
return nil, errors.New("no savedata found")
}
s.logger.Error("Failed to get savedata", zap.Error(err), zap.Uint32("charID", charID))
return nil, err
}
saveData := &CharacterSaveData{
CharID: id,
compSave: savedata,
IsNewCharacter: isNew,
Name: name,
Mode: s.server.erupeConfig.RealClientMode,
Pointers: getPointers(s.server.erupeConfig.RealClientMode),
}
if saveData.compSave == nil {
return saveData, nil
}
err = saveData.Decompress()
if err != nil {
s.logger.Error("Failed to decompress savedata", zap.Error(err))
return nil, err
}
// Verify integrity checksum if one was stored with this save.
// A nil hash means the character was saved before checksums were introduced,
// so we skip verification (the next save will compute and store the hash).
if storedHash != nil {
computedHash := sha256.Sum256(saveData.decompSave)
if !bytes.Equal(storedHash, computedHash[:]) {
s.logger.Error("Savedata integrity check failed: hash mismatch",
zap.Uint32("charID", charID),
zap.Binary("stored_hash", storedHash),
zap.Binary("computed_hash", computedHash[:]),
)
// TODO: attempt recovery from savedata_backups here
return nil, errors.New("savedata integrity check failed")
}
}
saveData.updateStructWithSaveData()
return saveData, nil
}
func (save *CharacterSaveData) Save(s *Session) error {
if save.decompSave == nil {
s.logger.Warn("No decompressed save data, skipping save",
zap.Uint32("charID", save.CharID),
)
return errors.New("no decompressed save data")
}
// Capture the previous compressed savedata before it's overwritten by
// Compress(). This is what gets backed up — the last known-good state.
prevCompSave := save.compSave
if !s.kqfOverride {
s.kqf = save.KQF
} else {
save.KQF = s.kqf
}
save.updateSaveDataWithStruct()
if s.server.erupeConfig.RealClientMode >= cfg.G1 {
err := save.Compress()
if err != nil {
s.logger.Error("Failed to compress savedata", zap.Error(err))
return fmt.Errorf("compress savedata: %w", err)
}
} else {
// Saves were not compressed
save.compSave = save.decompSave
}
// Compute integrity hash over the decompressed save.
hash := sha256.Sum256(save.decompSave)
// Build the atomic save params — character data, house data, hash, and
// optionally a backup snapshot, all in one transaction.
params := SaveAtomicParams{
CharID: save.CharID,
CompSave: save.compSave,
Hash: hash[:],
HR: save.HR,
GR: save.GR,
IsFemale: save.Gender,
WeaponType: save.WeaponType,
WeaponID: save.WeaponID,
HouseTier: save.HouseTier,
HouseData: save.HouseData,
BookshelfData: save.BookshelfData,
GalleryData: save.GalleryData,
ToreData: save.ToreData,
GardenData: save.GardenData,
}
// Time-gated rotating backup: include the previous compressed savedata
// in the transaction if enough time has elapsed since the last backup.
if len(prevCompSave) > 0 {
if slot, ok := shouldBackup(s, save.CharID); ok {
params.BackupSlot = slot
params.BackupData = prevCompSave
}
}
if err := s.server.charRepo.SaveCharacterDataAtomic(params); err != nil {
s.logger.Error("Failed to save character data atomically",
zap.Error(err), zap.Uint32("charID", save.CharID))
return fmt.Errorf("atomic save: %w", err)
}
return nil
}
// shouldBackup checks whether enough time has elapsed since the last backup
// and returns the target slot if a backup should be included in the save
// transaction. Returns (slot, true) if a backup is due, (0, false) otherwise.
func shouldBackup(s *Session, charID uint32) (int, bool) {
lastBackup, err := s.server.charRepo.GetLastBackupTime(charID)
if err != nil {
s.logger.Warn("Failed to query last backup time, skipping backup",
zap.Error(err), zap.Uint32("charID", charID))
return 0, false
}
if time.Since(lastBackup) < saveBackupInterval {
return 0, false
}
slot := int(lastBackup.Unix()/int64(saveBackupInterval.Seconds())) % saveBackupSlots
return slot, true
}
func handleMsgMhfSexChanger(s *Session, p mhfpacket.MHFPacket) {
pkt := p.(*mhfpacket.MsgMhfSexChanger)
doAckSimpleSucceed(s, pkt.AckHandle, make([]byte, 4))
}