game_networking: turn blocked into enum

Allows us to keep track of what's blocked without querying rules constantly.
This commit is contained in:
2025-12-12 09:36:21 +00:00
committed by futile
parent 53fd0112c2
commit 58fd6b7e9c
3 changed files with 53 additions and 38 deletions
+38 -29
View File
@@ -6,13 +6,22 @@ use crate::{
},
};
use std::error::Error;
use strum::{Display, EnumIter};
const FILTER_NAME_EXE: &str = "[GTA Tools] Block outbound traffic for all of GTA V";
const FILTER_NAME_SAVE_SERVER: &str = "[GTA Tools] Block outbound traffic to Rockstar save server";
#[derive(Clone, Copy, Debug, Default, Display, EnumIter, PartialEq)]
pub enum BlockedStatus {
#[default]
NotBlocked,
ServerBlocked,
ExeBlocked,
}
#[derive(Debug)]
pub struct GameNetworking {
pub blocked: bool,
pub blocked: BlockedStatus,
}
impl Default for GameNetworking {
@@ -20,9 +29,11 @@ impl Default for GameNetworking {
let firewall = Firewall::default();
Self {
blocked: if firewall.is_blocked(FILTER_NAME_SAVE_SERVER).unwrap() {
true
BlockedStatus::ServerBlocked
} else if firewall.is_blocked(FILTER_NAME_EXE).unwrap() {
BlockedStatus::ExeBlocked
} else {
firewall.is_blocked(FILTER_NAME_EXE).unwrap()
BlockedStatus::NotBlocked
},
}
}
@@ -37,20 +48,20 @@ impl GameNetworking {
let Some(exe_path) = system_info.get_game_exe_path() else {
return Ok(());
};
firewall.add(
FILTER_NAME_EXE,
RuleMode::Executable(exe_path.to_path_buf()),
RuleDirection::Out,
RuleProtocol::Any,
)?;
self.blocked = firewall.is_blocked(FILTER_NAME_EXE)?;
Ok(())
firewall
.add(
FILTER_NAME_EXE,
RuleMode::Executable(exe_path.to_path_buf()),
RuleDirection::Out,
RuleProtocol::Any,
)
.inspect(|_| self.blocked = BlockedStatus::ExeBlocked)
}
pub fn unblock_exe(&mut self, firewall: &Firewall) -> Result<(), Box<dyn Error>> {
firewall.remove(FILTER_NAME_EXE)?;
self.blocked = firewall.is_blocked(FILTER_NAME_EXE)?;
Ok(())
firewall
.remove(FILTER_NAME_EXE)
.inspect(|_| self.blocked = BlockedStatus::NotBlocked)
}
pub fn block_save_server(
@@ -58,20 +69,20 @@ impl GameNetworking {
save_server_ip: &str,
firewall: &Firewall,
) -> Result<(), Box<dyn Error>> {
firewall.add(
FILTER_NAME_SAVE_SERVER,
RuleMode::Address(save_server_ip.to_owned()),
RuleDirection::Out,
RuleProtocol::Any,
)?;
self.blocked = firewall.is_blocked(FILTER_NAME_SAVE_SERVER)?;
Ok(())
firewall
.add(
FILTER_NAME_SAVE_SERVER,
RuleMode::Address(save_server_ip.to_owned()),
RuleDirection::Out,
RuleProtocol::Any,
)
.inspect(|_| self.blocked = BlockedStatus::ServerBlocked)
}
pub fn unblock_save_server(&mut self, firewall: &Firewall) -> Result<(), Box<dyn Error>> {
firewall.remove(FILTER_NAME_SAVE_SERVER)?;
self.blocked = firewall.is_blocked(FILTER_NAME_SAVE_SERVER)?;
Ok(())
firewall
.remove(FILTER_NAME_SAVE_SERVER)
.inspect(|_| self.blocked = BlockedStatus::NotBlocked)
}
pub fn ensure_block_exclusivity(
@@ -81,15 +92,13 @@ impl GameNetworking {
) -> Result<(), Box<dyn Error>> {
match block_method {
BlockMethod::EntireGame => {
if firewall.is_blocked(FILTER_NAME_SAVE_SERVER)? {
if self.blocked == BlockedStatus::ServerBlocked {
self.unblock_save_server(firewall)?;
self.blocked = firewall.is_blocked(FILTER_NAME_EXE)?;
}
}
BlockMethod::SaveServer => {
if firewall.is_blocked(FILTER_NAME_EXE)? {
if self.blocked == BlockedStatus::ExeBlocked {
self.unblock_exe(firewall)?;
self.blocked = firewall.is_blocked(FILTER_NAME_SAVE_SERVER)?;
}
}
}