use Firewall in game_networking
This commit is contained in:
@@ -1,15 +1,11 @@
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use crate::{gui::settings::BlockMethod, util::system_info::SystemInfo};
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use std::{error::Error, path::PathBuf};
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use windows::{
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Win32::{
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NetworkManagement::WindowsFirewall::{
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INetFwPolicy2, INetFwRule, NET_FW_ACTION_BLOCK, NET_FW_IP_PROTOCOL_ANY,
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NET_FW_RULE_DIR_OUT, NetFwPolicy2, NetFwRule,
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},
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System::Com::{CLSCTX_INPROC_SERVER, CoCreateInstance},
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use crate::{
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gui::settings::BlockMethod,
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util::{
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firewall::{Firewall, RuleDirection, RuleMode, RuleProtocol},
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system_info::SystemInfo,
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},
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core::BSTR,
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};
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use std::error::Error;
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const FILTER_NAME_EXE: &str = "[GTA Tools] Block outbound traffic for all of GTA V";
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const FILTER_NAME_SAVE_SERVER: &str = "[GTA Tools] Block outbound traffic to Rockstar save server";
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@@ -21,116 +17,79 @@ pub struct GameNetworking {
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impl Default for GameNetworking {
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fn default() -> Self {
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let firewall = Firewall::default();
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Self {
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blocked: if Self::is_save_server_blocked().unwrap() {
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Self::is_save_server_blocked().unwrap()
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blocked: if firewall.is_blocked(FILTER_NAME_SAVE_SERVER).unwrap() {
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true
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} else {
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Self::is_exe_blocked().unwrap()
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firewall.is_blocked(FILTER_NAME_EXE).unwrap()
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},
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}
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}
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}
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enum Mode {
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EntireGame(PathBuf),
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SaveServer(String),
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}
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impl GameNetworking {
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fn block_generic(mode: Mode) -> Result<(), Box<dyn Error>> {
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let policy: INetFwPolicy2 =
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unsafe { CoCreateInstance(&NetFwPolicy2, None, CLSCTX_INPROC_SERVER) }?;
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let rules = unsafe { policy.Rules() }?;
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let filter_name = match mode {
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Mode::EntireGame(_) => FILTER_NAME_EXE,
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Mode::SaveServer(_) => FILTER_NAME_SAVE_SERVER,
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};
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unsafe { rules.Remove(&BSTR::from(filter_name)) }?;
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let rule: INetFwRule = unsafe { CoCreateInstance(&NetFwRule, None, CLSCTX_INPROC_SERVER) }?;
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unsafe { rule.SetName(&BSTR::from(filter_name)) }?;
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match mode {
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Mode::EntireGame(exe_path) => {
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let exe_path = BSTR::from(exe_path.to_string_lossy().to_string());
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unsafe { rule.SetApplicationName(&exe_path) }?;
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}
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Mode::SaveServer(save_server_ip) => {
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unsafe { rule.SetRemoteAddresses(&BSTR::from(save_server_ip)) }?;
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}
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}
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unsafe { rule.SetDirection(NET_FW_RULE_DIR_OUT) }?;
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unsafe { rule.SetEnabled(true.into()) }?;
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unsafe { rule.SetAction(NET_FW_ACTION_BLOCK) }?;
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unsafe { rule.SetProtocol(NET_FW_IP_PROTOCOL_ANY.0) }?;
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unsafe { rules.Add(&rule) }?;
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Ok(())
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}
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fn unblock_generic(filter_name: &str) -> Result<(), Box<dyn Error>> {
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let policy: INetFwPolicy2 =
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unsafe { CoCreateInstance(&NetFwPolicy2, None, CLSCTX_INPROC_SERVER) }?;
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let rules = unsafe { policy.Rules() }?;
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unsafe { rules.Remove(&BSTR::from(filter_name)) }?;
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Ok(())
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}
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fn is_blocked_generic(filter_name: &str) -> Result<bool, Box<dyn Error>> {
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let policy: INetFwPolicy2 =
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unsafe { CoCreateInstance(&NetFwPolicy2, None, CLSCTX_INPROC_SERVER) }?;
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let rules = unsafe { policy.Rules() }?;
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let rule_exists = unsafe { rules.Item(&BSTR::from(filter_name)) }.is_ok();
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Ok(rule_exists)
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}
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pub fn block_exe(&mut self, system_info: &mut SystemInfo) -> Result<(), Box<dyn Error>> {
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pub fn block_exe(
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&mut self,
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system_info: &mut SystemInfo,
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firewall: &Firewall,
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) -> Result<(), Box<dyn Error>> {
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let Some(exe_path) = system_info.get_game_exe_path() else {
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return Ok(());
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};
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Self::block_generic(Mode::EntireGame(exe_path.to_path_buf()))?;
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self.blocked = Self::is_exe_blocked()?;
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firewall.add(
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FILTER_NAME_EXE,
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RuleMode::Executable(exe_path.to_path_buf()),
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RuleDirection::Out,
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RuleProtocol::Any,
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)?;
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self.blocked = firewall.is_blocked(FILTER_NAME_EXE)?;
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Ok(())
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}
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pub fn unblock_exe(&mut self) -> Result<(), Box<dyn Error>> {
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Self::unblock_generic(FILTER_NAME_EXE)?;
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self.blocked = Self::is_exe_blocked()?;
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pub fn unblock_exe(&mut self, firewall: &Firewall) -> Result<(), Box<dyn Error>> {
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firewall.remove(FILTER_NAME_EXE)?;
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self.blocked = firewall.is_blocked(FILTER_NAME_EXE)?;
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Ok(())
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}
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fn is_exe_blocked() -> Result<bool, Box<dyn Error>> {
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Self::is_blocked_generic(FILTER_NAME_EXE)
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}
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pub fn block_save_server(&mut self, save_server_ip: &str) -> Result<(), Box<dyn Error>> {
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Self::block_generic(Mode::SaveServer(save_server_ip.to_owned()))?;
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self.blocked = Self::is_save_server_blocked()?;
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pub fn block_save_server(
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&mut self,
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save_server_ip: &str,
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firewall: &Firewall,
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) -> Result<(), Box<dyn Error>> {
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firewall.add(
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FILTER_NAME_SAVE_SERVER,
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RuleMode::Address(save_server_ip.to_owned()),
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RuleDirection::Out,
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RuleProtocol::Any,
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)?;
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self.blocked = firewall.is_blocked(FILTER_NAME_SAVE_SERVER)?;
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Ok(())
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}
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pub fn unblock_save_server(&mut self) -> Result<(), Box<dyn Error>> {
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Self::unblock_generic(FILTER_NAME_SAVE_SERVER)?;
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self.blocked = Self::is_save_server_blocked()?;
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pub fn unblock_save_server(&mut self, firewall: &Firewall) -> Result<(), Box<dyn Error>> {
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firewall.remove(FILTER_NAME_SAVE_SERVER)?;
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self.blocked = firewall.is_blocked(FILTER_NAME_SAVE_SERVER)?;
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Ok(())
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}
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pub fn is_save_server_blocked() -> Result<bool, Box<dyn Error>> {
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Self::is_blocked_generic(FILTER_NAME_SAVE_SERVER)
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}
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pub fn ensure_block_exclusivity(
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&mut self,
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block_method: BlockMethod,
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firewall: &Firewall,
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) -> Result<(), Box<dyn Error>> {
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match block_method {
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BlockMethod::EntireGame => {
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if Self::is_save_server_blocked()? {
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self.unblock_save_server()?;
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self.blocked = Self::is_exe_blocked()?;
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if firewall.is_blocked(FILTER_NAME_SAVE_SERVER)? {
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self.unblock_save_server(firewall)?;
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self.blocked = firewall.is_blocked(FILTER_NAME_EXE)?;
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}
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}
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BlockMethod::SaveServer => {
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if Self::is_exe_blocked()? {
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self.unblock_exe()?;
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self.blocked = Self::is_save_server_blocked()?;
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if firewall.is_blocked(FILTER_NAME_EXE)? {
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self.unblock_exe(firewall)?;
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self.blocked = firewall.is_blocked(FILTER_NAME_SAVE_SERVER)?;
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}
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}
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}
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