Cockatrice/cockatrice/src/interface/intents/intent_join_server_game.cpp
BruebachL ed4eb1cb31
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[Server/Client/Protocol] Reporting users + moderation queue functionality (#7091)
* [Server/Client/Protocol] Reporting users + moderation queue functionality

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* CI Fix

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* CI Fix

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* [Protocol] Add moderation investigation commands

Adds the protocol layer for the moderation investigation suite:
- Command_GetUserSessions/GetUserAlts/GetModeratorLastLogins/ResetUserPassword/RemoveUserAvatar (1013-1017)
- Response extensions 1215-1219 with ServerInfo messages for sessions, alts, and staff logins
- last_login on Response_ReportUserInfo and warning_il on Response_WarnList

Took 2 minutes

* [Utility] Add warning categories parser with infraction levels

Parses the server's 'officialwarnings' setting (comma-separated, optional
'|IL' suffix) into WarningCategory structs so the client can display the
infraction level of each warning category. Includes GTest coverage.

* [Server] Add moderation investigation tools

Implements the server side of the moderation suite:
- getUserSessions/getUserAlts/getModeratorLastLogins/removeUserAvatar DB methods
- Handlers for all five new commands with audit records (PASSWORD_RESET,
  REMOVE_USER_AVATAR); password resets return a generated temporary password
- cmdGetWarnList now reports per-category infraction levels from the
  officialwarnings setting; cmdReportUserInfo reports last_login
- Update servatrice.ini.example with the warning taxonomy
- Password/avatar mutations report RespNameNotFound when the user does not exist

* [Client] Add moderation tab with investigate, password reset, and avatar removal

- New Moderation tab: search a user to show account info, alternate
  accounts, login sessions, and staff last logins; actions to reset the
  user's password (shows the generated temporary password) and remove the
  user's avatar
- 'Investigate user' entry in the user context menu opens the tab pre-loaded
  for that user
- Warning dialog shows the infraction level of each warning category
- Tab wired into TabSupervisor with a moderator-gated menu action, shortcut,
  and tabs.ini persistence (default closed)

* [Server/Client/Protocol] Address PR #7091 review: security, bug, and perf fixes

Security:
- Promote RESET_USER_PASSWORD to admin-only dispatch (was moderator-accessible)
- Reject password reset on users with equal/higher privilege than caller
- Notify affected user via Event_NotifyUser::CUSTOM when password is reset
- Add server-side category whitelist for reports
- Drop reporter name fallback in comment/details authorization (ID-only)
- Force password change: new DB column + login enforcement + client disconnect

Bugs:
- XSS via QTextEdit::append() → insertPlainText() in report tab and utils
- allNotified initialized to true even with empty recipients list
- Warning combo box: use currentData() instead of baked-in display text
- Report resolution now records who resolved (resolved_by column + audit)

Performance:
- IP-correlation subquery: add 6-month window + LIMIT 200
- getUserSessions: clamp limit to 500

Non-blocking:
- Palette-aware colors in report_utils.cpp (dark/light mode)
- Report list pagination: offset/limit fields + total_count in response
- SessionCommand enum gap comment for reserved values 1201-1203

Schema: 36→37 (force_password_change), 37→38 (resolved_by)

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* Fix macOs pedantry

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---------

Co-authored-by: Lukas Brübach <Bruebach.Lukas@bdosecurity.de>
2026-08-21 15:00:13 +02:00

76 lines
2.3 KiB
C++

#include "intent_join_server_game.h"
#include "../widgets/server/game_selector.h"
#include "../widgets/tabs/tab_room.h"
#include "../widgets/tabs/tab_supervisor.h"
#include "intent_join_server_room.h"
#include <QTimer>
IntentJoinServerGame::IntentJoinServerGame(TabSupervisor *_tabSupervisor,
RemoteClient *_remoteClient,
std::unique_ptr<ContextJoinGame> _context)
: Intent(), tabSupervisor(_tabSupervisor), remoteClient(_remoteClient), context(_context.release())
{
}
bool IntentJoinServerGame::checkPrecondition() const
{
if (remoteClient->getStatus() != ClientStatus::StatusLoggedIn) {
return false;
}
// peerPort() reflects the actual TCP peer, which may differ from the
// configured server port (e.g. when connecting through a proxy), so only
// the hostname is compared here.
if (remoteClient->peerName() != context->roomContext.serverContext.hostname) {
return false;
}
if (QString::number(remoteClient->peerPort()) != context->roomContext.serverContext.port) {
return false;
}
if (!tabSupervisor->getRoomTabs().contains(context->roomContext.roomId)) {
return false;
}
return true;
}
void IntentJoinServerGame::onPreconditionSatisfied()
{
TabRoom *room = tabSupervisor->getRoomTabs().value(context->roomContext.roomId);
if (!tryJoinGame(room)) {
waitForGame(room);
}
}
void IntentJoinServerGame::onPreconditionNotSatisfied()
{
runDependency(new IntentJoinServerRoom(tabSupervisor, remoteClient, &context->roomContext));
}
bool IntentJoinServerGame::tryJoinGame(TabRoom *room)
{
if (!room) {
return false;
}
if (room->getGameSelector()->joinGameById(context->gameId, context->asSpectator)) {
emitFinished();
return true;
}
return false;
}
void IntentJoinServerGame::waitForGame(TabRoom *room)
{
connect(room, &TabRoom::gameListUpdated, this, [this]() {
TabRoom *updatedRoom = tabSupervisor->getRoomTabs().value(context->roomContext.roomId);
if (updatedRoom) {
tryJoinGame(updatedRoom);
}
});
QTimer::singleShot(15000, this, [this]() { emitFailed(tr("Game %1 not found in the room").arg(context->gameId)); });
}