/* 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 . */ #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" #include "ps/Util.h" #include "scriptinterface/FunctionWrapper.h" #include "scriptinterface/StructuredClone.h" #include "third_party/encryption/pkcs5_pbkdf2.h" namespace JSI_Network { u16 GetDefaultPort() { return PS_DEFAULT_PORT; } bool IsNetController() { return !!g_NetClient && g_NetClient->IsController(); } bool HasNetServer() { return !!g_NetServer; } bool HasNetClient() { return !!g_NetClient; } CStr HashPassword(const CStr& password) { 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(); } void StartNetworkHost(const ScriptRequest& rq, const CStrW& playerName, const u16 serverPort, 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. 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. 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); else { u16 port = serverPort; // This is using port variable to store return value, do not pass serverPort itself. if (!StunClient::FindStunEndpointHost(ip, port)) { ScriptException::Raise(rq, "Failed to host via STUN."); SAFE_DELETE(g_NetServer); return; } g_NetServer->SetConnectionData(ip, port, true); } } if (!g_NetServer->SetupConnection(serverPort)) { 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(); // 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); g_Game = new CGame(true); g_NetClient = new CNetClient(g_Game); g_NetClient->SetUserName(playerName); if (hasLobby) g_NetClient->SetHostJID(g_XmppClient->GetJID()); g_NetClient->SetGamePassword(hashedPass); g_NetClient->SetupServerData("127.0.0.1", serverPort, false); g_NetClient->SetControllerSecret(secret); if (!g_NetClient->SetupConnection(nullptr)) { ScriptException::Raise(rq, "Failed to connect to server"); SAFE_DELETE(g_NetClient); SAFE_DELETE(g_Game); } } void StartNetworkJoin(const ScriptRequest& rq, const CStrW& playerName, const CStr& serverAddress, u16 serverPort) { ENSURE(!g_NetClient); ENSURE(!g_NetServer); ENSURE(!g_Game); g_Game = new CGame(true); g_NetClient = new CNetClient(g_Game); g_NetClient->SetUserName(playerName); g_NetClient->SetupServerData(serverAddress, serverPort, false); if (!g_NetClient->SetupConnection(nullptr)) { ScriptException::Raise(rq, "Failed to connect to server"); SAFE_DELETE(g_NetClient); SAFE_DELETE(g_Game); } } /** * Requires XmppClient to send iq request to the server to get server's ip and port based on passed password. * This is needed to not force server to share it's public ip with all potential clients in the lobby. * XmppClient will also handle logic after receiving the answer. */ void StartNetworkJoinLobby(const CStrW& playerName, const CStr& hostJID, const CStr& password) { ENSURE(!!g_XmppClient); ENSURE(!g_NetClient); ENSURE(!g_NetServer); ENSURE(!g_Game); CStr hashedPass = HashPassword(password); g_Game = new CGame(true); g_NetClient = new CNetClient(g_Game); g_NetClient->SetUserName(playerName); g_NetClient->SetHostJID(hostJID); g_NetClient->SetGamePassword(hashedPass); g_XmppClient->SendIqGetConnectionData(hostJID, hashedPass.c_str()); } void DisconnectNetworkGame() { // TODO: we ought to do async reliable disconnections SAFE_DELETE(g_NetServer); SAFE_DELETE(g_NetClient); SAFE_DELETE(g_Game); } CStr GetPlayerGUID() { if (!g_NetClient) return "local"; return g_NetClient->GetGUID(); } JS::Value PollNetworkClient(const ScriptInterface& guiInterface) { 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 Script::CloneValueFromOtherCompartment(guiInterface, g_NetClient->GetScriptInterface(), pollNet); } void SendGameSetupMessage(const ScriptInterface& scriptInterface, 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(scriptInterface); JS::RootedValue attribs(rq.cx, attribs1); g_NetClient->SendGameSetupMessage(&attribs, scriptInterface); } void AssignNetworkPlayer(int playerID, const CStr& guid) { ENSURE(g_NetClient); g_NetClient->SendAssignPlayerMessage(playerID, guid); } void KickPlayer(const CStrW& playerName, bool ban) { ENSURE(g_NetClient); g_NetClient->SendKickPlayerMessage(playerName, ban); } void SendNetworkChat(const CStrW& message) { ENSURE(g_NetClient); g_NetClient->SendChatMessage(message); } void SendNetworkReady(int message) { ENSURE(g_NetClient); g_NetClient->SendReadyMessage(message); } void ClearAllPlayerReady () { ENSURE(g_NetClient); g_NetClient->SendClearAllReadyMessage(); } void StartNetworkGame(const ScriptInterface& scriptInterface, 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(scriptInterface); JS::RootedValue attribs(rq.cx, attribs1); g_NetClient->SendStartGameMessage(scriptInterface.StringifyJSON(&attribs)); } void SetTurnLength(int length) { if (g_NetServer) g_NetServer->SetTurnLength(length); else LOGERROR("Only network host can change turn length"); } void RegisterScriptFunctions(const ScriptRequest& rq) { ScriptFunction::Register<&GetDefaultPort>(rq, "GetDefaultPort"); ScriptFunction::Register<&IsNetController>(rq, "IsNetController"); ScriptFunction::Register<&HasNetServer>(rq, "HasNetServer"); ScriptFunction::Register<&HasNetClient>(rq, "HasNetClient"); ScriptFunction::Register<&StartNetworkHost>(rq, "StartNetworkHost"); ScriptFunction::Register<&StartNetworkJoin>(rq, "StartNetworkJoin"); ScriptFunction::Register<&StartNetworkJoinLobby>(rq, "StartNetworkJoinLobby"); ScriptFunction::Register<&DisconnectNetworkGame>(rq, "DisconnectNetworkGame"); ScriptFunction::Register<&GetPlayerGUID>(rq, "GetPlayerGUID"); ScriptFunction::Register<&PollNetworkClient>(rq, "PollNetworkClient"); ScriptFunction::Register<&SendGameSetupMessage>(rq, "SendGameSetupMessage"); ScriptFunction::Register<&AssignNetworkPlayer>(rq, "AssignNetworkPlayer"); ScriptFunction::Register<&KickPlayer>(rq, "KickPlayer"); ScriptFunction::Register<&SendNetworkChat>(rq, "SendNetworkChat"); ScriptFunction::Register<&SendNetworkReady>(rq, "SendNetworkReady"); ScriptFunction::Register<&ClearAllPlayerReady>(rq, "ClearAllPlayerReady"); ScriptFunction::Register<&StartNetworkGame>(rq, "StartNetworkGame"); ScriptFunction::Register<&SetTurnLength>(rq, "SetTurnLength"); } }