0ad/source/network/scripting/JSInterface_Network.cpp

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Hide ip and port from users until they want to join, add optional password Current issue with the lobby, is that we make ips of hosts public for anyone to read. This patch consists of 3 parts. 1.) Removing ips and ports from lobby javascript 2.) Removing need of script on the server to attach public ips to game stanza by asking the host using xmppclient as proxy. 3.) Implementing password protected matches, to deny this information to not trusted players. Further description: Do not send ports and stunip to the bots. Removed from stanza. Do not send ip to the lobby. Removed from mapping gamelist from backend to gui (still on the backend side, because it is done by script on 0ad server). Get ip and ports on request when trying to connect. On the host side, ask stun server what is host's public ip and remember it. On the client side, send iq through xmppclient to the hosting player and ask for ip, port and if Stun is used, then if answer is success, continue with connecting, else fail. Add optional password for matches. Add password required identifier to the stanza. Allow host to setup password for the match. Hash it on the host side and store inside Netserver. If no password is given, matches will behave as it is not required. On the client side, if password for the match is required, show additional window before trying to connect and ask for password, then hash it and send with iq request for ip, port and stun. Server will answer with ip, port and stun only if passwords matches, else will asnwer with error string. Some security: Passwords are hashed before sending, so it is not easy to guess what users typed. (per wraitii) Hashes are using different salt as lobby hashing and not using usernames as salt (as that is not doable), so they are different even typing the same password as for the lobby account. Client remembers which user was asked for connection data and iq's id of request. If answer doesn't match these things, it is ignored. (thnx user1) Every request for connection data is logged with hostname of the requester to the mainlog file (no ips). If user gets iq to send connection data and is not hosting the match, will respond with error string "not_server". If server gets iq::result with connection data, request is ignored. Differential revision: D3184 Reviewed by: @wraitii Comments by: @Stan, @bb, @Imarok, @vladislavbelov Tested in lobby This was SVN commit r24728.
2021-01-20 10:31:39 -08:00
/* Copyright (C) 2021 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
#include "precompiled.h"
#include "JSInterface_Network.h"
#include "lib/external_libraries/enet.h"
#include "lib/external_libraries/libsdl.h"
#include "lib/types.h"
#include "lobby/IXmppClient.h"
#include "network/NetClient.h"
#include "network/NetMessage.h"
#include "network/NetServer.h"
#include "network/StunClient.h"
#include "ps/CLogger.h"
#include "ps/Game.h"
#include "ps/GUID.h"
Hide ip and port from users until they want to join, add optional password Current issue with the lobby, is that we make ips of hosts public for anyone to read. This patch consists of 3 parts. 1.) Removing ips and ports from lobby javascript 2.) Removing need of script on the server to attach public ips to game stanza by asking the host using xmppclient as proxy. 3.) Implementing password protected matches, to deny this information to not trusted players. Further description: Do not send ports and stunip to the bots. Removed from stanza. Do not send ip to the lobby. Removed from mapping gamelist from backend to gui (still on the backend side, because it is done by script on 0ad server). Get ip and ports on request when trying to connect. On the host side, ask stun server what is host's public ip and remember it. On the client side, send iq through xmppclient to the hosting player and ask for ip, port and if Stun is used, then if answer is success, continue with connecting, else fail. Add optional password for matches. Add password required identifier to the stanza. Allow host to setup password for the match. Hash it on the host side and store inside Netserver. If no password is given, matches will behave as it is not required. On the client side, if password for the match is required, show additional window before trying to connect and ask for password, then hash it and send with iq request for ip, port and stun. Server will answer with ip, port and stun only if passwords matches, else will asnwer with error string. Some security: Passwords are hashed before sending, so it is not easy to guess what users typed. (per wraitii) Hashes are using different salt as lobby hashing and not using usernames as salt (as that is not doable), so they are different even typing the same password as for the lobby account. Client remembers which user was asked for connection data and iq's id of request. If answer doesn't match these things, it is ignored. (thnx user1) Every request for connection data is logged with hostname of the requester to the mainlog file (no ips). If user gets iq to send connection data and is not hosting the match, will respond with error string "not_server". If server gets iq::result with connection data, request is ignored. Differential revision: D3184 Reviewed by: @wraitii Comments by: @Stan, @bb, @Imarok, @vladislavbelov Tested in lobby This was SVN commit r24728.
2021-01-20 10:31:39 -08:00
#include "ps/Util.h"
#include "scriptinterface/ScriptInterface.h"
Hide ip and port from users until they want to join, add optional password Current issue with the lobby, is that we make ips of hosts public for anyone to read. This patch consists of 3 parts. 1.) Removing ips and ports from lobby javascript 2.) Removing need of script on the server to attach public ips to game stanza by asking the host using xmppclient as proxy. 3.) Implementing password protected matches, to deny this information to not trusted players. Further description: Do not send ports and stunip to the bots. Removed from stanza. Do not send ip to the lobby. Removed from mapping gamelist from backend to gui (still on the backend side, because it is done by script on 0ad server). Get ip and ports on request when trying to connect. On the host side, ask stun server what is host's public ip and remember it. On the client side, send iq through xmppclient to the hosting player and ask for ip, port and if Stun is used, then if answer is success, continue with connecting, else fail. Add optional password for matches. Add password required identifier to the stanza. Allow host to setup password for the match. Hash it on the host side and store inside Netserver. If no password is given, matches will behave as it is not required. On the client side, if password for the match is required, show additional window before trying to connect and ask for password, then hash it and send with iq request for ip, port and stun. Server will answer with ip, port and stun only if passwords matches, else will asnwer with error string. Some security: Passwords are hashed before sending, so it is not easy to guess what users typed. (per wraitii) Hashes are using different salt as lobby hashing and not using usernames as salt (as that is not doable), so they are different even typing the same password as for the lobby account. Client remembers which user was asked for connection data and iq's id of request. If answer doesn't match these things, it is ignored. (thnx user1) Every request for connection data is logged with hostname of the requester to the mainlog file (no ips). If user gets iq to send connection data and is not hosting the match, will respond with error string "not_server". If server gets iq::result with connection data, request is ignored. Differential revision: D3184 Reviewed by: @wraitii Comments by: @Stan, @bb, @Imarok, @vladislavbelov Tested in lobby This was SVN commit r24728.
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#include "third_party/encryption/pkcs5_pbkdf2.h"
u16 JSI_Network::GetDefaultPort(ScriptInterface::CmptPrivate* UNUSED(pCmptPrivate))
{
return PS_DEFAULT_PORT;
}
bool JSI_Network::IsNetController(ScriptInterface::CmptPrivate* UNUSED(pCmptPrivate))
{
return !!g_NetClient && g_NetClient->IsController();
}
bool JSI_Network::HasNetServer(ScriptInterface::CmptPrivate* UNUSED(pCmptPrivate))
{
return !!g_NetServer;
}
bool JSI_Network::HasNetClient(ScriptInterface::CmptPrivate* UNUSED(pCmptPrivate))
{
return !!g_NetClient;
}
Hide ip and port from users until they want to join, add optional password Current issue with the lobby, is that we make ips of hosts public for anyone to read. This patch consists of 3 parts. 1.) Removing ips and ports from lobby javascript 2.) Removing need of script on the server to attach public ips to game stanza by asking the host using xmppclient as proxy. 3.) Implementing password protected matches, to deny this information to not trusted players. Further description: Do not send ports and stunip to the bots. Removed from stanza. Do not send ip to the lobby. Removed from mapping gamelist from backend to gui (still on the backend side, because it is done by script on 0ad server). Get ip and ports on request when trying to connect. On the host side, ask stun server what is host's public ip and remember it. On the client side, send iq through xmppclient to the hosting player and ask for ip, port and if Stun is used, then if answer is success, continue with connecting, else fail. Add optional password for matches. Add password required identifier to the stanza. Allow host to setup password for the match. Hash it on the host side and store inside Netserver. If no password is given, matches will behave as it is not required. On the client side, if password for the match is required, show additional window before trying to connect and ask for password, then hash it and send with iq request for ip, port and stun. Server will answer with ip, port and stun only if passwords matches, else will asnwer with error string. Some security: Passwords are hashed before sending, so it is not easy to guess what users typed. (per wraitii) Hashes are using different salt as lobby hashing and not using usernames as salt (as that is not doable), so they are different even typing the same password as for the lobby account. Client remembers which user was asked for connection data and iq's id of request. If answer doesn't match these things, it is ignored. (thnx user1) Every request for connection data is logged with hostname of the requester to the mainlog file (no ips). If user gets iq to send connection data and is not hosting the match, will respond with error string "not_server". If server gets iq::result with connection data, request is ignored. Differential revision: D3184 Reviewed by: @wraitii Comments by: @Stan, @bb, @Imarok, @vladislavbelov Tested in lobby This was SVN commit r24728.
2021-01-20 10:31:39 -08:00
CStr JSI_Network::HashPassword(const CStr& password)
{
Hide ip and port from users until they want to join, add optional password Current issue with the lobby, is that we make ips of hosts public for anyone to read. This patch consists of 3 parts. 1.) Removing ips and ports from lobby javascript 2.) Removing need of script on the server to attach public ips to game stanza by asking the host using xmppclient as proxy. 3.) Implementing password protected matches, to deny this information to not trusted players. Further description: Do not send ports and stunip to the bots. Removed from stanza. Do not send ip to the lobby. Removed from mapping gamelist from backend to gui (still on the backend side, because it is done by script on 0ad server). Get ip and ports on request when trying to connect. On the host side, ask stun server what is host's public ip and remember it. On the client side, send iq through xmppclient to the hosting player and ask for ip, port and if Stun is used, then if answer is success, continue with connecting, else fail. Add optional password for matches. Add password required identifier to the stanza. Allow host to setup password for the match. Hash it on the host side and store inside Netserver. If no password is given, matches will behave as it is not required. On the client side, if password for the match is required, show additional window before trying to connect and ask for password, then hash it and send with iq request for ip, port and stun. Server will answer with ip, port and stun only if passwords matches, else will asnwer with error string. Some security: Passwords are hashed before sending, so it is not easy to guess what users typed. (per wraitii) Hashes are using different salt as lobby hashing and not using usernames as salt (as that is not doable), so they are different even typing the same password as for the lobby account. Client remembers which user was asked for connection data and iq's id of request. If answer doesn't match these things, it is ignored. (thnx user1) Every request for connection data is logged with hostname of the requester to the mainlog file (no ips). If user gets iq to send connection data and is not hosting the match, will respond with error string "not_server". If server gets iq::result with connection data, request is ignored. Differential revision: D3184 Reviewed by: @wraitii Comments by: @Stan, @bb, @Imarok, @vladislavbelov Tested in lobby This was SVN commit r24728.
2021-01-20 10:31:39 -08:00
if (password.empty())
return password;
ENSURE(sodium_init() >= 0);
const int DIGESTSIZE = crypto_hash_sha256_BYTES;
constexpr int ITERATIONS = 1737;
cassert(DIGESTSIZE == 32);
static const unsigned char salt_base[DIGESTSIZE] = {
244, 243, 249, 244, 32, 33, 19, 35, 16, 11, 12, 13, 14, 15, 16, 17,
18, 19, 20, 32, 33, 244, 224, 127, 129, 130, 140, 153, 88, 123, 234, 123 };
// initialize the salt buffer
unsigned char salt_buffer[DIGESTSIZE] = { 0 };
crypto_hash_sha256_state state;
crypto_hash_sha256_init(&state);
crypto_hash_sha256_update(&state, salt_base, sizeof(salt_base));
crypto_hash_sha256_final(&state, salt_buffer);
// PBKDF2 to create the buffer
unsigned char encrypted[DIGESTSIZE];
pbkdf2(encrypted, (unsigned char*)password.c_str(), password.length(), salt_buffer, DIGESTSIZE, ITERATIONS);
return CStr(Hexify(encrypted, DIGESTSIZE)).UpperCase();
}
Hide ip and port from users until they want to join, add optional password Current issue with the lobby, is that we make ips of hosts public for anyone to read. This patch consists of 3 parts. 1.) Removing ips and ports from lobby javascript 2.) Removing need of script on the server to attach public ips to game stanza by asking the host using xmppclient as proxy. 3.) Implementing password protected matches, to deny this information to not trusted players. Further description: Do not send ports and stunip to the bots. Removed from stanza. Do not send ip to the lobby. Removed from mapping gamelist from backend to gui (still on the backend side, because it is done by script on 0ad server). Get ip and ports on request when trying to connect. On the host side, ask stun server what is host's public ip and remember it. On the client side, send iq through xmppclient to the hosting player and ask for ip, port and if Stun is used, then if answer is success, continue with connecting, else fail. Add optional password for matches. Add password required identifier to the stanza. Allow host to setup password for the match. Hash it on the host side and store inside Netserver. If no password is given, matches will behave as it is not required. On the client side, if password for the match is required, show additional window before trying to connect and ask for password, then hash it and send with iq request for ip, port and stun. Server will answer with ip, port and stun only if passwords matches, else will asnwer with error string. Some security: Passwords are hashed before sending, so it is not easy to guess what users typed. (per wraitii) Hashes are using different salt as lobby hashing and not using usernames as salt (as that is not doable), so they are different even typing the same password as for the lobby account. Client remembers which user was asked for connection data and iq's id of request. If answer doesn't match these things, it is ignored. (thnx user1) Every request for connection data is logged with hostname of the requester to the mainlog file (no ips). If user gets iq to send connection data and is not hosting the match, will respond with error string "not_server". If server gets iq::result with connection data, request is ignored. Differential revision: D3184 Reviewed by: @wraitii Comments by: @Stan, @bb, @Imarok, @vladislavbelov Tested in lobby This was SVN commit r24728.
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void JSI_Network::StartNetworkHost(ScriptInterface::CmptPrivate* pCmptPrivate, const CStrW& playerName, const u16 serverPort, const CStr& hostLobbyName, bool useSTUN, const CStr& password)
{
ENSURE(!g_NetClient);
ENSURE(!g_NetServer);
ENSURE(!g_Game);
// Always use lobby authentication for lobby matches to prevent impersonation and smurfing, in particular through mods that implemented an UI for arbitrary or other players nicknames.
Hide ip and port from users until they want to join, add optional password Current issue with the lobby, is that we make ips of hosts public for anyone to read. This patch consists of 3 parts. 1.) Removing ips and ports from lobby javascript 2.) Removing need of script on the server to attach public ips to game stanza by asking the host using xmppclient as proxy. 3.) Implementing password protected matches, to deny this information to not trusted players. Further description: Do not send ports and stunip to the bots. Removed from stanza. Do not send ip to the lobby. Removed from mapping gamelist from backend to gui (still on the backend side, because it is done by script on 0ad server). Get ip and ports on request when trying to connect. On the host side, ask stun server what is host's public ip and remember it. On the client side, send iq through xmppclient to the hosting player and ask for ip, port and if Stun is used, then if answer is success, continue with connecting, else fail. Add optional password for matches. Add password required identifier to the stanza. Allow host to setup password for the match. Hash it on the host side and store inside Netserver. If no password is given, matches will behave as it is not required. On the client side, if password for the match is required, show additional window before trying to connect and ask for password, then hash it and send with iq request for ip, port and stun. Server will answer with ip, port and stun only if passwords matches, else will asnwer with error string. Some security: Passwords are hashed before sending, so it is not easy to guess what users typed. (per wraitii) Hashes are using different salt as lobby hashing and not using usernames as salt (as that is not doable), so they are different even typing the same password as for the lobby account. Client remembers which user was asked for connection data and iq's id of request. If answer doesn't match these things, it is ignored. (thnx user1) Every request for connection data is logged with hostname of the requester to the mainlog file (no ips). If user gets iq to send connection data and is not hosting the match, will respond with error string "not_server". If server gets iq::result with connection data, request is ignored. Differential revision: D3184 Reviewed by: @wraitii Comments by: @Stan, @bb, @Imarok, @vladislavbelov Tested in lobby This was SVN commit r24728.
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bool hasLobby = !!g_XmppClient;
g_NetServer = new CNetServer(hasLobby);
// In lobby, we send our public ip and port on request to the players, who want to connect.
// In either case we need to know our public IP. If using STUN, we'll use that,
// otherwise, the lobby's reponse to the game registration stanza will tell us our public IP.
Hide ip and port from users until they want to join, add optional password Current issue with the lobby, is that we make ips of hosts public for anyone to read. This patch consists of 3 parts. 1.) Removing ips and ports from lobby javascript 2.) Removing need of script on the server to attach public ips to game stanza by asking the host using xmppclient as proxy. 3.) Implementing password protected matches, to deny this information to not trusted players. Further description: Do not send ports and stunip to the bots. Removed from stanza. Do not send ip to the lobby. Removed from mapping gamelist from backend to gui (still on the backend side, because it is done by script on 0ad server). Get ip and ports on request when trying to connect. On the host side, ask stun server what is host's public ip and remember it. On the client side, send iq through xmppclient to the hosting player and ask for ip, port and if Stun is used, then if answer is success, continue with connecting, else fail. Add optional password for matches. Add password required identifier to the stanza. Allow host to setup password for the match. Hash it on the host side and store inside Netserver. If no password is given, matches will behave as it is not required. On the client side, if password for the match is required, show additional window before trying to connect and ask for password, then hash it and send with iq request for ip, port and stun. Server will answer with ip, port and stun only if passwords matches, else will asnwer with error string. Some security: Passwords are hashed before sending, so it is not easy to guess what users typed. (per wraitii) Hashes are using different salt as lobby hashing and not using usernames as salt (as that is not doable), so they are different even typing the same password as for the lobby account. Client remembers which user was asked for connection data and iq's id of request. If answer doesn't match these things, it is ignored. (thnx user1) Every request for connection data is logged with hostname of the requester to the mainlog file (no ips). If user gets iq to send connection data and is not hosting the match, will respond with error string "not_server". If server gets iq::result with connection data, request is ignored. Differential revision: D3184 Reviewed by: @wraitii Comments by: @Stan, @bb, @Imarok, @vladislavbelov Tested in lobby This was SVN commit r24728.
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if (hasLobby)
{
CStr ip;
if (!useSTUN)
// Don't store IP - the lobby bot will send it later.
// (if a client tries to connect before it's setup, they'll be disconnected)
g_NetServer->SetConnectionData("", serverPort, false);
Hide ip and port from users until they want to join, add optional password Current issue with the lobby, is that we make ips of hosts public for anyone to read. This patch consists of 3 parts. 1.) Removing ips and ports from lobby javascript 2.) Removing need of script on the server to attach public ips to game stanza by asking the host using xmppclient as proxy. 3.) Implementing password protected matches, to deny this information to not trusted players. Further description: Do not send ports and stunip to the bots. Removed from stanza. Do not send ip to the lobby. Removed from mapping gamelist from backend to gui (still on the backend side, because it is done by script on 0ad server). Get ip and ports on request when trying to connect. On the host side, ask stun server what is host's public ip and remember it. On the client side, send iq through xmppclient to the hosting player and ask for ip, port and if Stun is used, then if answer is success, continue with connecting, else fail. Add optional password for matches. Add password required identifier to the stanza. Allow host to setup password for the match. Hash it on the host side and store inside Netserver. If no password is given, matches will behave as it is not required. On the client side, if password for the match is required, show additional window before trying to connect and ask for password, then hash it and send with iq request for ip, port and stun. Server will answer with ip, port and stun only if passwords matches, else will asnwer with error string. Some security: Passwords are hashed before sending, so it is not easy to guess what users typed. (per wraitii) Hashes are using different salt as lobby hashing and not using usernames as salt (as that is not doable), so they are different even typing the same password as for the lobby account. Client remembers which user was asked for connection data and iq's id of request. If answer doesn't match these things, it is ignored. (thnx user1) Every request for connection data is logged with hostname of the requester to the mainlog file (no ips). If user gets iq to send connection data and is not hosting the match, will respond with error string "not_server". If server gets iq::result with connection data, request is ignored. Differential revision: D3184 Reviewed by: @wraitii Comments by: @Stan, @bb, @Imarok, @vladislavbelov Tested in lobby This was SVN commit r24728.
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else
{
u16 port = serverPort;
// This is using port variable to store return value, do not pass serverPort itself.
if (!StunClient::FindStunEndpointHost(ip, port))
{
ScriptRequest rq(pCmptPrivate->pScriptInterface);
ScriptException::Raise(rq, "Failed to host via STUN.");
SAFE_DELETE(g_NetServer);
return;
}
g_NetServer->SetConnectionData(ip, port, true);
}
}
if (!g_NetServer->SetupConnection(serverPort))
{
ScriptRequest rq(pCmptPrivate->pScriptInterface);
ScriptException::Raise(rq, "Failed to start server");
SAFE_DELETE(g_NetServer);
return;
}
// Generate a secret to identify the host client.
std::string secret = ps_generate_guid();
Hide ip and port from users until they want to join, add optional password Current issue with the lobby, is that we make ips of hosts public for anyone to read. This patch consists of 3 parts. 1.) Removing ips and ports from lobby javascript 2.) Removing need of script on the server to attach public ips to game stanza by asking the host using xmppclient as proxy. 3.) Implementing password protected matches, to deny this information to not trusted players. Further description: Do not send ports and stunip to the bots. Removed from stanza. Do not send ip to the lobby. Removed from mapping gamelist from backend to gui (still on the backend side, because it is done by script on 0ad server). Get ip and ports on request when trying to connect. On the host side, ask stun server what is host's public ip and remember it. On the client side, send iq through xmppclient to the hosting player and ask for ip, port and if Stun is used, then if answer is success, continue with connecting, else fail. Add optional password for matches. Add password required identifier to the stanza. Allow host to setup password for the match. Hash it on the host side and store inside Netserver. If no password is given, matches will behave as it is not required. On the client side, if password for the match is required, show additional window before trying to connect and ask for password, then hash it and send with iq request for ip, port and stun. Server will answer with ip, port and stun only if passwords matches, else will asnwer with error string. Some security: Passwords are hashed before sending, so it is not easy to guess what users typed. (per wraitii) Hashes are using different salt as lobby hashing and not using usernames as salt (as that is not doable), so they are different even typing the same password as for the lobby account. Client remembers which user was asked for connection data and iq's id of request. If answer doesn't match these things, it is ignored. (thnx user1) Every request for connection data is logged with hostname of the requester to the mainlog file (no ips). If user gets iq to send connection data and is not hosting the match, will respond with error string "not_server". If server gets iq::result with connection data, request is ignored. Differential revision: D3184 Reviewed by: @wraitii Comments by: @Stan, @bb, @Imarok, @vladislavbelov Tested in lobby This was SVN commit r24728.
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// We will get hashed password from clients, so hash it once for server
CStr hashedPass = HashPassword(password);
g_NetServer->SetPassword(hashedPass);
g_NetServer->SetControllerSecret(secret);
Hide ip and port from users until they want to join, add optional password Current issue with the lobby, is that we make ips of hosts public for anyone to read. This patch consists of 3 parts. 1.) Removing ips and ports from lobby javascript 2.) Removing need of script on the server to attach public ips to game stanza by asking the host using xmppclient as proxy. 3.) Implementing password protected matches, to deny this information to not trusted players. Further description: Do not send ports and stunip to the bots. Removed from stanza. Do not send ip to the lobby. Removed from mapping gamelist from backend to gui (still on the backend side, because it is done by script on 0ad server). Get ip and ports on request when trying to connect. On the host side, ask stun server what is host's public ip and remember it. On the client side, send iq through xmppclient to the hosting player and ask for ip, port and if Stun is used, then if answer is success, continue with connecting, else fail. Add optional password for matches. Add password required identifier to the stanza. Allow host to setup password for the match. Hash it on the host side and store inside Netserver. If no password is given, matches will behave as it is not required. On the client side, if password for the match is required, show additional window before trying to connect and ask for password, then hash it and send with iq request for ip, port and stun. Server will answer with ip, port and stun only if passwords matches, else will asnwer with error string. Some security: Passwords are hashed before sending, so it is not easy to guess what users typed. (per wraitii) Hashes are using different salt as lobby hashing and not using usernames as salt (as that is not doable), so they are different even typing the same password as for the lobby account. Client remembers which user was asked for connection data and iq's id of request. If answer doesn't match these things, it is ignored. (thnx user1) Every request for connection data is logged with hostname of the requester to the mainlog file (no ips). If user gets iq to send connection data and is not hosting the match, will respond with error string "not_server". If server gets iq::result with connection data, request is ignored. Differential revision: D3184 Reviewed by: @wraitii Comments by: @Stan, @bb, @Imarok, @vladislavbelov Tested in lobby This was SVN commit r24728.
2021-01-20 10:31:39 -08:00
Remove default CGame constructor values to make the code less error-prone, use CRenderer::IsInitialised() to test if the CGame should be rendered to remove indirection/proxies, making the code easier to read. 1c0536bf08 introduced a disableGraphics bool with a default value and relied on the default being reasonable except for the few needed cases. be93b31411 introduced the replayLog argument with a default value and relied on the default being reasonable except for the few needed cases. 5747619c39 fixed a bug in that commit because the default value hadn't actually been considered to be correct for all CGame constructor calls and was wrong for two. By requiring callers to specify the value, authors are forced to establish thought which value is the correct one, as opposed to hoping that a default value will be good by default. As you can see in the diff, it also makes it easier to compare what values changed if they are always defined in the caller. Use CRenderer::IsInitialised() to determine if this is a non-visual CGame, for the purpose of removing less transparent proxy functions that are unneeded as long as there are about 30 other calls testing for CRenderer::IsInitialised() to determine if the Game should be rendered. Supersedes: * CGame constructor argument bool disableGraphics from 1c0536bf08. * CGame::IsGraphicsDisabled() proxy from a533fff883 to the proxy from 1c0536bf08 and two local nonVisual = args.Has("autostart-nonvisual") variables in GameSetup.cpp from a533fff883. Call the Renderer destructor instead of calling delete on the non-pointer (SAFE_DELETE would not be supported for instance). Started as a preparation for D2197, but actually independent. Differential Revision: https://code.wildfiregames.com/D2211 This was SVN commit r22785.
2019-08-25 04:02:55 -07:00
g_Game = new CGame(true);
g_NetClient = new CNetClient(g_Game);
g_NetClient->SetUserName(playerName);
g_NetClient->SetHostingPlayerName(hostLobbyName);
g_NetClient->SetGamePassword(hashedPass);
Hide ip and port from users until they want to join, add optional password Current issue with the lobby, is that we make ips of hosts public for anyone to read. This patch consists of 3 parts. 1.) Removing ips and ports from lobby javascript 2.) Removing need of script on the server to attach public ips to game stanza by asking the host using xmppclient as proxy. 3.) Implementing password protected matches, to deny this information to not trusted players. Further description: Do not send ports and stunip to the bots. Removed from stanza. Do not send ip to the lobby. Removed from mapping gamelist from backend to gui (still on the backend side, because it is done by script on 0ad server). Get ip and ports on request when trying to connect. On the host side, ask stun server what is host's public ip and remember it. On the client side, send iq through xmppclient to the hosting player and ask for ip, port and if Stun is used, then if answer is success, continue with connecting, else fail. Add optional password for matches. Add password required identifier to the stanza. Allow host to setup password for the match. Hash it on the host side and store inside Netserver. If no password is given, matches will behave as it is not required. On the client side, if password for the match is required, show additional window before trying to connect and ask for password, then hash it and send with iq request for ip, port and stun. Server will answer with ip, port and stun only if passwords matches, else will asnwer with error string. Some security: Passwords are hashed before sending, so it is not easy to guess what users typed. (per wraitii) Hashes are using different salt as lobby hashing and not using usernames as salt (as that is not doable), so they are different even typing the same password as for the lobby account. Client remembers which user was asked for connection data and iq's id of request. If answer doesn't match these things, it is ignored. (thnx user1) Every request for connection data is logged with hostname of the requester to the mainlog file (no ips). If user gets iq to send connection data and is not hosting the match, will respond with error string "not_server". If server gets iq::result with connection data, request is ignored. Differential revision: D3184 Reviewed by: @wraitii Comments by: @Stan, @bb, @Imarok, @vladislavbelov Tested in lobby This was SVN commit r24728.
2021-01-20 10:31:39 -08:00
g_NetClient->SetupServerData("127.0.0.1", serverPort, false);
g_NetClient->SetControllerSecret(secret);
Hide ip and port from users until they want to join, add optional password Current issue with the lobby, is that we make ips of hosts public for anyone to read. This patch consists of 3 parts. 1.) Removing ips and ports from lobby javascript 2.) Removing need of script on the server to attach public ips to game stanza by asking the host using xmppclient as proxy. 3.) Implementing password protected matches, to deny this information to not trusted players. Further description: Do not send ports and stunip to the bots. Removed from stanza. Do not send ip to the lobby. Removed from mapping gamelist from backend to gui (still on the backend side, because it is done by script on 0ad server). Get ip and ports on request when trying to connect. On the host side, ask stun server what is host's public ip and remember it. On the client side, send iq through xmppclient to the hosting player and ask for ip, port and if Stun is used, then if answer is success, continue with connecting, else fail. Add optional password for matches. Add password required identifier to the stanza. Allow host to setup password for the match. Hash it on the host side and store inside Netserver. If no password is given, matches will behave as it is not required. On the client side, if password for the match is required, show additional window before trying to connect and ask for password, then hash it and send with iq request for ip, port and stun. Server will answer with ip, port and stun only if passwords matches, else will asnwer with error string. Some security: Passwords are hashed before sending, so it is not easy to guess what users typed. (per wraitii) Hashes are using different salt as lobby hashing and not using usernames as salt (as that is not doable), so they are different even typing the same password as for the lobby account. Client remembers which user was asked for connection data and iq's id of request. If answer doesn't match these things, it is ignored. (thnx user1) Every request for connection data is logged with hostname of the requester to the mainlog file (no ips). If user gets iq to send connection data and is not hosting the match, will respond with error string "not_server". If server gets iq::result with connection data, request is ignored. Differential revision: D3184 Reviewed by: @wraitii Comments by: @Stan, @bb, @Imarok, @vladislavbelov Tested in lobby This was SVN commit r24728.
2021-01-20 10:31:39 -08:00
if (!g_NetClient->SetupConnection(nullptr))
{
ScriptRequest rq(pCmptPrivate->pScriptInterface);
ScriptException::Raise(rq, "Failed to connect to server");
SAFE_DELETE(g_NetClient);
SAFE_DELETE(g_Game);
}
}
void JSI_Network::StartNetworkJoin(ScriptInterface::CmptPrivate* pCmptPrivate, const CStrW& playerName, const CStr& serverAddress, u16 serverPort, bool useSTUN, const CStr& hostJID)
{
ENSURE(!g_NetClient);
ENSURE(!g_NetServer);
ENSURE(!g_Game);
Remove default CGame constructor values to make the code less error-prone, use CRenderer::IsInitialised() to test if the CGame should be rendered to remove indirection/proxies, making the code easier to read. 1c0536bf08 introduced a disableGraphics bool with a default value and relied on the default being reasonable except for the few needed cases. be93b31411 introduced the replayLog argument with a default value and relied on the default being reasonable except for the few needed cases. 5747619c39 fixed a bug in that commit because the default value hadn't actually been considered to be correct for all CGame constructor calls and was wrong for two. By requiring callers to specify the value, authors are forced to establish thought which value is the correct one, as opposed to hoping that a default value will be good by default. As you can see in the diff, it also makes it easier to compare what values changed if they are always defined in the caller. Use CRenderer::IsInitialised() to determine if this is a non-visual CGame, for the purpose of removing less transparent proxy functions that are unneeded as long as there are about 30 other calls testing for CRenderer::IsInitialised() to determine if the Game should be rendered. Supersedes: * CGame constructor argument bool disableGraphics from 1c0536bf08. * CGame::IsGraphicsDisabled() proxy from a533fff883 to the proxy from 1c0536bf08 and two local nonVisual = args.Has("autostart-nonvisual") variables in GameSetup.cpp from a533fff883. Call the Renderer destructor instead of calling delete on the non-pointer (SAFE_DELETE would not be supported for instance). Started as a preparation for D2197, but actually independent. Differential Revision: https://code.wildfiregames.com/D2211 This was SVN commit r22785.
2019-08-25 04:02:55 -07:00
g_Game = new CGame(true);
g_NetClient = new CNetClient(g_Game);
g_NetClient->SetUserName(playerName);
g_NetClient->SetHostingPlayerName(hostJID.substr(0, hostJID.find("@")));
Hide ip and port from users until they want to join, add optional password Current issue with the lobby, is that we make ips of hosts public for anyone to read. This patch consists of 3 parts. 1.) Removing ips and ports from lobby javascript 2.) Removing need of script on the server to attach public ips to game stanza by asking the host using xmppclient as proxy. 3.) Implementing password protected matches, to deny this information to not trusted players. Further description: Do not send ports and stunip to the bots. Removed from stanza. Do not send ip to the lobby. Removed from mapping gamelist from backend to gui (still on the backend side, because it is done by script on 0ad server). Get ip and ports on request when trying to connect. On the host side, ask stun server what is host's public ip and remember it. On the client side, send iq through xmppclient to the hosting player and ask for ip, port and if Stun is used, then if answer is success, continue with connecting, else fail. Add optional password for matches. Add password required identifier to the stanza. Allow host to setup password for the match. Hash it on the host side and store inside Netserver. If no password is given, matches will behave as it is not required. On the client side, if password for the match is required, show additional window before trying to connect and ask for password, then hash it and send with iq request for ip, port and stun. Server will answer with ip, port and stun only if passwords matches, else will asnwer with error string. Some security: Passwords are hashed before sending, so it is not easy to guess what users typed. (per wraitii) Hashes are using different salt as lobby hashing and not using usernames as salt (as that is not doable), so they are different even typing the same password as for the lobby account. Client remembers which user was asked for connection data and iq's id of request. If answer doesn't match these things, it is ignored. (thnx user1) Every request for connection data is logged with hostname of the requester to the mainlog file (no ips). If user gets iq to send connection data and is not hosting the match, will respond with error string "not_server". If server gets iq::result with connection data, request is ignored. Differential revision: D3184 Reviewed by: @wraitii Comments by: @Stan, @bb, @Imarok, @vladislavbelov Tested in lobby This was SVN commit r24728.
2021-01-20 10:31:39 -08:00
g_NetClient->SetupServerData(serverAddress, serverPort, useSTUN);
Hide ip and port from users until they want to join, add optional password Current issue with the lobby, is that we make ips of hosts public for anyone to read. This patch consists of 3 parts. 1.) Removing ips and ports from lobby javascript 2.) Removing need of script on the server to attach public ips to game stanza by asking the host using xmppclient as proxy. 3.) Implementing password protected matches, to deny this information to not trusted players. Further description: Do not send ports and stunip to the bots. Removed from stanza. Do not send ip to the lobby. Removed from mapping gamelist from backend to gui (still on the backend side, because it is done by script on 0ad server). Get ip and ports on request when trying to connect. On the host side, ask stun server what is host's public ip and remember it. On the client side, send iq through xmppclient to the hosting player and ask for ip, port and if Stun is used, then if answer is success, continue with connecting, else fail. Add optional password for matches. Add password required identifier to the stanza. Allow host to setup password for the match. Hash it on the host side and store inside Netserver. If no password is given, matches will behave as it is not required. On the client side, if password for the match is required, show additional window before trying to connect and ask for password, then hash it and send with iq request for ip, port and stun. Server will answer with ip, port and stun only if passwords matches, else will asnwer with error string. Some security: Passwords are hashed before sending, so it is not easy to guess what users typed. (per wraitii) Hashes are using different salt as lobby hashing and not using usernames as salt (as that is not doable), so they are different even typing the same password as for the lobby account. Client remembers which user was asked for connection data and iq's id of request. If answer doesn't match these things, it is ignored. (thnx user1) Every request for connection data is logged with hostname of the requester to the mainlog file (no ips). If user gets iq to send connection data and is not hosting the match, will respond with error string "not_server". If server gets iq::result with connection data, request is ignored. Differential revision: D3184 Reviewed by: @wraitii Comments by: @Stan, @bb, @Imarok, @vladislavbelov Tested in lobby This was SVN commit r24728.
2021-01-20 10:31:39 -08:00
if (!g_NetClient->SetupConnection(nullptr))
{
ScriptRequest rq(pCmptPrivate->pScriptInterface);
ScriptException::Raise(rq, "Failed to connect to server");
SAFE_DELETE(g_NetClient);
SAFE_DELETE(g_Game);
}
}
void JSI_Network::StartNetworkJoinLobby(ScriptInterface::CmptPrivate* UNUSED(pCmptPrivate), const CStrW& playerName, const CStr& hostJID, const CStr& password)
Hide ip and port from users until they want to join, add optional password Current issue with the lobby, is that we make ips of hosts public for anyone to read. This patch consists of 3 parts. 1.) Removing ips and ports from lobby javascript 2.) Removing need of script on the server to attach public ips to game stanza by asking the host using xmppclient as proxy. 3.) Implementing password protected matches, to deny this information to not trusted players. Further description: Do not send ports and stunip to the bots. Removed from stanza. Do not send ip to the lobby. Removed from mapping gamelist from backend to gui (still on the backend side, because it is done by script on 0ad server). Get ip and ports on request when trying to connect. On the host side, ask stun server what is host's public ip and remember it. On the client side, send iq through xmppclient to the hosting player and ask for ip, port and if Stun is used, then if answer is success, continue with connecting, else fail. Add optional password for matches. Add password required identifier to the stanza. Allow host to setup password for the match. Hash it on the host side and store inside Netserver. If no password is given, matches will behave as it is not required. On the client side, if password for the match is required, show additional window before trying to connect and ask for password, then hash it and send with iq request for ip, port and stun. Server will answer with ip, port and stun only if passwords matches, else will asnwer with error string. Some security: Passwords are hashed before sending, so it is not easy to guess what users typed. (per wraitii) Hashes are using different salt as lobby hashing and not using usernames as salt (as that is not doable), so they are different even typing the same password as for the lobby account. Client remembers which user was asked for connection data and iq's id of request. If answer doesn't match these things, it is ignored. (thnx user1) Every request for connection data is logged with hostname of the requester to the mainlog file (no ips). If user gets iq to send connection data and is not hosting the match, will respond with error string "not_server". If server gets iq::result with connection data, request is ignored. Differential revision: D3184 Reviewed by: @wraitii Comments by: @Stan, @bb, @Imarok, @vladislavbelov Tested in lobby This was SVN commit r24728.
2021-01-20 10:31:39 -08:00
{
ENSURE(!!g_XmppClient);
ENSURE(!g_NetClient);
ENSURE(!g_NetServer);
ENSURE(!g_Game);
CStr hashedPass = HashPassword(password);
Hide ip and port from users until they want to join, add optional password Current issue with the lobby, is that we make ips of hosts public for anyone to read. This patch consists of 3 parts. 1.) Removing ips and ports from lobby javascript 2.) Removing need of script on the server to attach public ips to game stanza by asking the host using xmppclient as proxy. 3.) Implementing password protected matches, to deny this information to not trusted players. Further description: Do not send ports and stunip to the bots. Removed from stanza. Do not send ip to the lobby. Removed from mapping gamelist from backend to gui (still on the backend side, because it is done by script on 0ad server). Get ip and ports on request when trying to connect. On the host side, ask stun server what is host's public ip and remember it. On the client side, send iq through xmppclient to the hosting player and ask for ip, port and if Stun is used, then if answer is success, continue with connecting, else fail. Add optional password for matches. Add password required identifier to the stanza. Allow host to setup password for the match. Hash it on the host side and store inside Netserver. If no password is given, matches will behave as it is not required. On the client side, if password for the match is required, show additional window before trying to connect and ask for password, then hash it and send with iq request for ip, port and stun. Server will answer with ip, port and stun only if passwords matches, else will asnwer with error string. Some security: Passwords are hashed before sending, so it is not easy to guess what users typed. (per wraitii) Hashes are using different salt as lobby hashing and not using usernames as salt (as that is not doable), so they are different even typing the same password as for the lobby account. Client remembers which user was asked for connection data and iq's id of request. If answer doesn't match these things, it is ignored. (thnx user1) Every request for connection data is logged with hostname of the requester to the mainlog file (no ips). If user gets iq to send connection data and is not hosting the match, will respond with error string "not_server". If server gets iq::result with connection data, request is ignored. Differential revision: D3184 Reviewed by: @wraitii Comments by: @Stan, @bb, @Imarok, @vladislavbelov Tested in lobby This was SVN commit r24728.
2021-01-20 10:31:39 -08:00
g_Game = new CGame(true);
g_NetClient = new CNetClient(g_Game);
Hide ip and port from users until they want to join, add optional password Current issue with the lobby, is that we make ips of hosts public for anyone to read. This patch consists of 3 parts. 1.) Removing ips and ports from lobby javascript 2.) Removing need of script on the server to attach public ips to game stanza by asking the host using xmppclient as proxy. 3.) Implementing password protected matches, to deny this information to not trusted players. Further description: Do not send ports and stunip to the bots. Removed from stanza. Do not send ip to the lobby. Removed from mapping gamelist from backend to gui (still on the backend side, because it is done by script on 0ad server). Get ip and ports on request when trying to connect. On the host side, ask stun server what is host's public ip and remember it. On the client side, send iq through xmppclient to the hosting player and ask for ip, port and if Stun is used, then if answer is success, continue with connecting, else fail. Add optional password for matches. Add password required identifier to the stanza. Allow host to setup password for the match. Hash it on the host side and store inside Netserver. If no password is given, matches will behave as it is not required. On the client side, if password for the match is required, show additional window before trying to connect and ask for password, then hash it and send with iq request for ip, port and stun. Server will answer with ip, port and stun only if passwords matches, else will asnwer with error string. Some security: Passwords are hashed before sending, so it is not easy to guess what users typed. (per wraitii) Hashes are using different salt as lobby hashing and not using usernames as salt (as that is not doable), so they are different even typing the same password as for the lobby account. Client remembers which user was asked for connection data and iq's id of request. If answer doesn't match these things, it is ignored. (thnx user1) Every request for connection data is logged with hostname of the requester to the mainlog file (no ips). If user gets iq to send connection data and is not hosting the match, will respond with error string "not_server". If server gets iq::result with connection data, request is ignored. Differential revision: D3184 Reviewed by: @wraitii Comments by: @Stan, @bb, @Imarok, @vladislavbelov Tested in lobby This was SVN commit r24728.
2021-01-20 10:31:39 -08:00
g_NetClient->SetUserName(playerName);
g_NetClient->SetHostingPlayerName(hostJID.substr(0, hostJID.find("@")));
g_NetClient->SetGamePassword(hashedPass);
g_XmppClient->SendIqGetConnectionData(hostJID, hashedPass.c_str());
Hide ip and port from users until they want to join, add optional password Current issue with the lobby, is that we make ips of hosts public for anyone to read. This patch consists of 3 parts. 1.) Removing ips and ports from lobby javascript 2.) Removing need of script on the server to attach public ips to game stanza by asking the host using xmppclient as proxy. 3.) Implementing password protected matches, to deny this information to not trusted players. Further description: Do not send ports and stunip to the bots. Removed from stanza. Do not send ip to the lobby. Removed from mapping gamelist from backend to gui (still on the backend side, because it is done by script on 0ad server). Get ip and ports on request when trying to connect. On the host side, ask stun server what is host's public ip and remember it. On the client side, send iq through xmppclient to the hosting player and ask for ip, port and if Stun is used, then if answer is success, continue with connecting, else fail. Add optional password for matches. Add password required identifier to the stanza. Allow host to setup password for the match. Hash it on the host side and store inside Netserver. If no password is given, matches will behave as it is not required. On the client side, if password for the match is required, show additional window before trying to connect and ask for password, then hash it and send with iq request for ip, port and stun. Server will answer with ip, port and stun only if passwords matches, else will asnwer with error string. Some security: Passwords are hashed before sending, so it is not easy to guess what users typed. (per wraitii) Hashes are using different salt as lobby hashing and not using usernames as salt (as that is not doable), so they are different even typing the same password as for the lobby account. Client remembers which user was asked for connection data and iq's id of request. If answer doesn't match these things, it is ignored. (thnx user1) Every request for connection data is logged with hostname of the requester to the mainlog file (no ips). If user gets iq to send connection data and is not hosting the match, will respond with error string "not_server". If server gets iq::result with connection data, request is ignored. Differential revision: D3184 Reviewed by: @wraitii Comments by: @Stan, @bb, @Imarok, @vladislavbelov Tested in lobby This was SVN commit r24728.
2021-01-20 10:31:39 -08:00
}
void JSI_Network::DisconnectNetworkGame(ScriptInterface::CmptPrivate* UNUSED(pCmptPrivate))
{
// TODO: we ought to do async reliable disconnections
SAFE_DELETE(g_NetServer);
SAFE_DELETE(g_NetClient);
SAFE_DELETE(g_Game);
}
CStr JSI_Network::GetPlayerGUID(ScriptInterface::CmptPrivate* UNUSED(pCmptPrivate))
{
if (!g_NetClient)
return "local";
return g_NetClient->GetGUID();
}
JS::Value JSI_Network::PollNetworkClient(ScriptInterface::CmptPrivate* pCmptPrivate)
{
if (!g_NetClient)
return JS::UndefinedValue();
// Convert from net client context to GUI script context
ScriptRequest rqNet(g_NetClient->GetScriptInterface());
JS::RootedValue pollNet(rqNet.cx);
g_NetClient->GuiPoll(&pollNet);
return pCmptPrivate->pScriptInterface->CloneValueFromOtherCompartment(g_NetClient->GetScriptInterface(), pollNet);
}
void JSI_Network::SetNetworkGameAttributes(ScriptInterface::CmptPrivate* pCmptPrivate, JS::HandleValue attribs1)
{
ENSURE(g_NetClient);
// TODO: This is a workaround because we need to pass a MutableHandle to a JSAPI functions somewhere (with no obvious reason).
ScriptRequest rq(pCmptPrivate->pScriptInterface);
JS::RootedValue attribs(rq.cx, attribs1);
g_NetClient->SendGameSetupMessage(&attribs, *(pCmptPrivate->pScriptInterface));
}
void JSI_Network::AssignNetworkPlayer(ScriptInterface::CmptPrivate* UNUSED(pCmptPrivate), int playerID, const CStr& guid)
{
ENSURE(g_NetClient);
g_NetClient->SendAssignPlayerMessage(playerID, guid);
}
void JSI_Network::KickPlayer(ScriptInterface::CmptPrivate* UNUSED(pCmptPrivate), const CStrW& playerName, bool ban)
{
ENSURE(g_NetClient);
g_NetClient->SendKickPlayerMessage(playerName, ban);
}
void JSI_Network::SendNetworkChat(ScriptInterface::CmptPrivate* UNUSED(pCmptPrivate), const CStrW& message)
{
ENSURE(g_NetClient);
g_NetClient->SendChatMessage(message);
}
void JSI_Network::SendNetworkReady(ScriptInterface::CmptPrivate* UNUSED(pCmptPrivate), int message)
{
ENSURE(g_NetClient);
g_NetClient->SendReadyMessage(message);
}
void JSI_Network::ClearAllPlayerReady (ScriptInterface::CmptPrivate* UNUSED(pCmptPrivate))
{
ENSURE(g_NetClient);
g_NetClient->SendClearAllReadyMessage();
}
void JSI_Network::StartNetworkGame(ScriptInterface::CmptPrivate* UNUSED(pCmptPrivate))
{
ENSURE(g_NetClient);
g_NetClient->SendStartGameMessage();
}
void JSI_Network::SetTurnLength(ScriptInterface::CmptPrivate* UNUSED(pCmptPrivate), int length)
{
if (g_NetServer)
g_NetServer->SetTurnLength(length);
else
LOGERROR("Only network host can change turn length");
}
void JSI_Network::RegisterScriptFunctions(const ScriptInterface& scriptInterface)
{
scriptInterface.RegisterFunction<u16, &GetDefaultPort>("GetDefaultPort");
scriptInterface.RegisterFunction<bool, &IsNetController>("IsNetController");
scriptInterface.RegisterFunction<bool, &HasNetServer>("HasNetServer");
scriptInterface.RegisterFunction<bool, &HasNetClient>("HasNetClient");
Hide ip and port from users until they want to join, add optional password Current issue with the lobby, is that we make ips of hosts public for anyone to read. This patch consists of 3 parts. 1.) Removing ips and ports from lobby javascript 2.) Removing need of script on the server to attach public ips to game stanza by asking the host using xmppclient as proxy. 3.) Implementing password protected matches, to deny this information to not trusted players. Further description: Do not send ports and stunip to the bots. Removed from stanza. Do not send ip to the lobby. Removed from mapping gamelist from backend to gui (still on the backend side, because it is done by script on 0ad server). Get ip and ports on request when trying to connect. On the host side, ask stun server what is host's public ip and remember it. On the client side, send iq through xmppclient to the hosting player and ask for ip, port and if Stun is used, then if answer is success, continue with connecting, else fail. Add optional password for matches. Add password required identifier to the stanza. Allow host to setup password for the match. Hash it on the host side and store inside Netserver. If no password is given, matches will behave as it is not required. On the client side, if password for the match is required, show additional window before trying to connect and ask for password, then hash it and send with iq request for ip, port and stun. Server will answer with ip, port and stun only if passwords matches, else will asnwer with error string. Some security: Passwords are hashed before sending, so it is not easy to guess what users typed. (per wraitii) Hashes are using different salt as lobby hashing and not using usernames as salt (as that is not doable), so they are different even typing the same password as for the lobby account. Client remembers which user was asked for connection data and iq's id of request. If answer doesn't match these things, it is ignored. (thnx user1) Every request for connection data is logged with hostname of the requester to the mainlog file (no ips). If user gets iq to send connection data and is not hosting the match, will respond with error string "not_server". If server gets iq::result with connection data, request is ignored. Differential revision: D3184 Reviewed by: @wraitii Comments by: @Stan, @bb, @Imarok, @vladislavbelov Tested in lobby This was SVN commit r24728.
2021-01-20 10:31:39 -08:00
scriptInterface.RegisterFunction<void, CStrW, u16, CStr, bool, CStr, &StartNetworkHost>("StartNetworkHost");
scriptInterface.RegisterFunction<void, CStrW, CStr, u16, bool, CStr, &StartNetworkJoin>("StartNetworkJoin");
Hide ip and port from users until they want to join, add optional password Current issue with the lobby, is that we make ips of hosts public for anyone to read. This patch consists of 3 parts. 1.) Removing ips and ports from lobby javascript 2.) Removing need of script on the server to attach public ips to game stanza by asking the host using xmppclient as proxy. 3.) Implementing password protected matches, to deny this information to not trusted players. Further description: Do not send ports and stunip to the bots. Removed from stanza. Do not send ip to the lobby. Removed from mapping gamelist from backend to gui (still on the backend side, because it is done by script on 0ad server). Get ip and ports on request when trying to connect. On the host side, ask stun server what is host's public ip and remember it. On the client side, send iq through xmppclient to the hosting player and ask for ip, port and if Stun is used, then if answer is success, continue with connecting, else fail. Add optional password for matches. Add password required identifier to the stanza. Allow host to setup password for the match. Hash it on the host side and store inside Netserver. If no password is given, matches will behave as it is not required. On the client side, if password for the match is required, show additional window before trying to connect and ask for password, then hash it and send with iq request for ip, port and stun. Server will answer with ip, port and stun only if passwords matches, else will asnwer with error string. Some security: Passwords are hashed before sending, so it is not easy to guess what users typed. (per wraitii) Hashes are using different salt as lobby hashing and not using usernames as salt (as that is not doable), so they are different even typing the same password as for the lobby account. Client remembers which user was asked for connection data and iq's id of request. If answer doesn't match these things, it is ignored. (thnx user1) Every request for connection data is logged with hostname of the requester to the mainlog file (no ips). If user gets iq to send connection data and is not hosting the match, will respond with error string "not_server". If server gets iq::result with connection data, request is ignored. Differential revision: D3184 Reviewed by: @wraitii Comments by: @Stan, @bb, @Imarok, @vladislavbelov Tested in lobby This was SVN commit r24728.
2021-01-20 10:31:39 -08:00
scriptInterface.RegisterFunction<void, CStrW, CStr, CStr, &StartNetworkJoinLobby>("StartNetworkJoinLobby");
scriptInterface.RegisterFunction<void, &DisconnectNetworkGame>("DisconnectNetworkGame");
scriptInterface.RegisterFunction<CStr, &GetPlayerGUID>("GetPlayerGUID");
scriptInterface.RegisterFunction<JS::Value, &PollNetworkClient>("PollNetworkClient");
scriptInterface.RegisterFunction<void, JS::HandleValue, &SetNetworkGameAttributes>("SetNetworkGameAttributes");
scriptInterface.RegisterFunction<void, int, CStr, &AssignNetworkPlayer>("AssignNetworkPlayer");
scriptInterface.RegisterFunction<void, CStrW, bool, &KickPlayer>("KickPlayer");
scriptInterface.RegisterFunction<void, CStrW, &SendNetworkChat>("SendNetworkChat");
scriptInterface.RegisterFunction<void, int, &SendNetworkReady>("SendNetworkReady");
scriptInterface.RegisterFunction<void, &ClearAllPlayerReady>("ClearAllPlayerReady");
scriptInterface.RegisterFunction<void, &StartNetworkGame>("StartNetworkGame");
scriptInterface.RegisterFunction<void, int, &SetTurnLength>("SetTurnLength");
}