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The purpose of our client-side hashing for lobby game passwords is to prevent malicious hosts from getting valuable passwords from clients (e.g. accidentally typing their lobby password instead of the game, or even their email password, etc). However, the hashing was deterministic (and rather simple), making it possible to compute rainbow tables and recover user passwords anyways. By adding more variation, including some that cannot so easily be controlled by the host (the client name), this becomes impractical. The password hashing function used is rather fast, but given the base low probability of mistypes, this seems fine. Differential Revision: https://code.wildfiregames.com/D3459 This was SVN commit r25459.
298 lines
9.5 KiB
C++
298 lines
9.5 KiB
C++
/* Copyright (C) 2021 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "precompiled.h"
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#include "JSInterface_Network.h"
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#include "lib/external_libraries/enet.h"
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#include "lib/external_libraries/libsdl.h"
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#include "lib/types.h"
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#include "lobby/IXmppClient.h"
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#include "network/NetClient.h"
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#include "network/NetMessage.h"
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#include "network/NetServer.h"
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#include "network/StunClient.h"
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#include "ps/CLogger.h"
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#include "ps/CStr.h"
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#include "ps/Game.h"
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#include "ps/GUID.h"
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#include "ps/Hashing.h"
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#include "ps/Pyrogenesis.h"
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#include "ps/Util.h"
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#include "scriptinterface/FunctionWrapper.h"
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#include "scriptinterface/StructuredClone.h"
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#include "scriptinterface/JSON.h"
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#include "third_party/encryption/pkcs5_pbkdf2.h"
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namespace JSI_Network
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{
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u16 GetDefaultPort()
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{
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return PS_DEFAULT_PORT;
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}
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bool IsNetController()
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{
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return !!g_NetClient && g_NetClient->IsController();
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}
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bool HasNetServer()
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{
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return !!g_NetServer;
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}
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bool HasNetClient()
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{
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return !!g_NetClient;
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}
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void StartNetworkHost(const ScriptRequest& rq, const CStrW& playerName, const u16 serverPort, bool useSTUN, const CStr& password)
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{
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ENSURE(!g_NetClient);
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ENSURE(!g_NetServer);
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ENSURE(!g_Game);
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// 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.
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bool hasLobby = !!g_XmppClient;
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g_NetServer = new CNetServer(hasLobby);
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if (!g_NetServer->SetupConnection(serverPort))
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{
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ScriptException::Raise(rq, "Failed to start server");
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SAFE_DELETE(g_NetServer);
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return;
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}
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// In lobby, we send our public ip and port on request to the players who want to connect.
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// Thus we need to know our public IP. Use STUN if that's available,
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// otherwise, the lobby's reponse to the game registration stanza will tell us our public IP.
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if (hasLobby)
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{
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if (!useSTUN)
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// Don't store IP - the lobby bot will send it later.
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// (if a client tries to connect before it's setup, they'll be disconnected)
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g_NetServer->SetConnectionData("", serverPort);
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else if (!g_NetServer->SetConnectionDataViaSTUN())
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{
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ScriptException::Raise(rq, "Failed to host via STUN.");
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SAFE_DELETE(g_NetServer);
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return;
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}
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}
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// Generate a secret to identify the host client.
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std::string secret = ps_generate_guid();
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g_NetServer->SetControllerSecret(secret);
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g_Game = new CGame(true);
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g_NetClient = new CNetClient(g_Game);
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g_NetClient->SetUserName(playerName);
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if (hasLobby)
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{
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CStr hostJID = g_XmppClient->GetJID();
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/**
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* Password security - we want 0 A.D. to protect players from malicious hosts. We assume that clients
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* might mistakenly send a personal password instead of the game password (e.g. enter their mail account's password on autopilot).
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* Malicious dedicated servers might be set up to farm these failed logins and possibly obtain user credentials.
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* Therefore, we hash the passwords on the client side before sending them to the server.
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* This still makes the passwords potentially recoverable, but makes it much harder at scale.
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* To prevent the creation of rainbow tables, hash with:
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* - the host name
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* - the client name (this makes rainbow tables completely unworkable unless a specific user is targeted,
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* but that would require both computing the matching rainbow table _and_ for that specific user to mistype a personal password,
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* at which point we assume the attacker would/could probably just rather use another means of obtaining the password).
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* - the password itself
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* - the engine version (so that the hashes change periodically)
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* TODO: it should be possible to implement SRP or something along those lines to completely protect from this,
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* but the cost/benefit ratio is probably not worth it.
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*/
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CStr hashedPass = HashCryptographically(password, hostJID + password + engine_version);
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g_NetServer->SetPassword(hashedPass);
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g_NetClient->SetHostJID(hostJID);
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g_NetClient->SetGamePassword(hashedPass);
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}
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g_NetClient->SetupServerData("127.0.0.1", serverPort, false);
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g_NetClient->SetControllerSecret(secret);
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if (!g_NetClient->SetupConnection(nullptr))
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{
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ScriptException::Raise(rq, "Failed to connect to server");
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SAFE_DELETE(g_NetClient);
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SAFE_DELETE(g_Game);
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}
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}
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void StartNetworkJoin(const ScriptRequest& rq, const CStrW& playerName, const CStr& serverAddress, u16 serverPort)
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{
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ENSURE(!g_NetClient);
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ENSURE(!g_NetServer);
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ENSURE(!g_Game);
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g_Game = new CGame(true);
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g_NetClient = new CNetClient(g_Game);
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g_NetClient->SetUserName(playerName);
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g_NetClient->SetupServerData(serverAddress, serverPort, false);
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if (!g_NetClient->SetupConnection(nullptr))
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{
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ScriptException::Raise(rq, "Failed to connect to server");
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SAFE_DELETE(g_NetClient);
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SAFE_DELETE(g_Game);
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}
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}
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/**
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* Requires XmppClient to send iq request to the server to get server's ip and port based on passed password.
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* This is needed to not force server to share it's public ip with all potential clients in the lobby.
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* XmppClient will also handle logic after receiving the answer.
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*/
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void StartNetworkJoinLobby(const CStrW& playerName, const CStr& hostJID, const CStr& password)
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{
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ENSURE(!!g_XmppClient);
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ENSURE(!g_NetClient);
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ENSURE(!g_NetServer);
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ENSURE(!g_Game);
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CStr hashedPass = HashCryptographically(password, hostJID + password + engine_version);
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g_Game = new CGame(true);
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g_NetClient = new CNetClient(g_Game);
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g_NetClient->SetUserName(playerName);
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g_NetClient->SetHostJID(hostJID);
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g_NetClient->SetGamePassword(hashedPass);
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g_NetClient->SetupConnectionViaLobby();
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}
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void DisconnectNetworkGame()
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{
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// TODO: we ought to do async reliable disconnections
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SAFE_DELETE(g_NetServer);
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SAFE_DELETE(g_NetClient);
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SAFE_DELETE(g_Game);
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}
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CStr GetPlayerGUID()
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{
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if (!g_NetClient)
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return "local";
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return g_NetClient->GetGUID();
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}
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JS::Value PollNetworkClient(const ScriptInterface& guiInterface)
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{
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if (!g_NetClient)
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return JS::UndefinedValue();
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// Convert from net client context to GUI script context
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ScriptRequest rqNet(g_NetClient->GetScriptInterface());
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JS::RootedValue pollNet(rqNet.cx);
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g_NetClient->GuiPoll(&pollNet);
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return Script::CloneValueFromOtherCompartment(guiInterface, g_NetClient->GetScriptInterface(), pollNet);
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}
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void SendGameSetupMessage(const ScriptInterface& scriptInterface, JS::HandleValue attribs1)
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{
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ENSURE(g_NetClient);
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// TODO: This is a workaround because we need to pass a MutableHandle to a JSAPI functions somewhere (with no obvious reason).
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ScriptRequest rq(scriptInterface);
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JS::RootedValue attribs(rq.cx, attribs1);
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g_NetClient->SendGameSetupMessage(&attribs, scriptInterface);
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}
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void AssignNetworkPlayer(int playerID, const CStr& guid)
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{
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ENSURE(g_NetClient);
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g_NetClient->SendAssignPlayerMessage(playerID, guid);
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}
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void KickPlayer(const CStrW& playerName, bool ban)
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{
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ENSURE(g_NetClient);
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g_NetClient->SendKickPlayerMessage(playerName, ban);
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}
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void SendNetworkChat(const CStrW& message)
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{
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ENSURE(g_NetClient);
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g_NetClient->SendChatMessage(message);
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}
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void SendNetworkReady(int message)
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{
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ENSURE(g_NetClient);
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g_NetClient->SendReadyMessage(message);
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}
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void ClearAllPlayerReady ()
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{
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ENSURE(g_NetClient);
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g_NetClient->SendClearAllReadyMessage();
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}
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void StartNetworkGame(const ScriptInterface& scriptInterface, JS::HandleValue attribs1)
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{
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ENSURE(g_NetClient);
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// TODO: This is a workaround because we need to pass a MutableHandle to a JSAPI functions somewhere (with no obvious reason).
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ScriptRequest rq(scriptInterface);
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JS::RootedValue attribs(rq.cx, attribs1);
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g_NetClient->SendStartGameMessage(Script::StringifyJSON(rq, &attribs));
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}
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void SetTurnLength(int length)
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{
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if (g_NetServer)
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g_NetServer->SetTurnLength(length);
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else
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LOGERROR("Only network host can change turn length");
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}
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void RegisterScriptFunctions(const ScriptRequest& rq)
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{
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ScriptFunction::Register<&GetDefaultPort>(rq, "GetDefaultPort");
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ScriptFunction::Register<&IsNetController>(rq, "IsNetController");
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ScriptFunction::Register<&HasNetServer>(rq, "HasNetServer");
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ScriptFunction::Register<&HasNetClient>(rq, "HasNetClient");
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ScriptFunction::Register<&StartNetworkHost>(rq, "StartNetworkHost");
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ScriptFunction::Register<&StartNetworkJoin>(rq, "StartNetworkJoin");
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ScriptFunction::Register<&StartNetworkJoinLobby>(rq, "StartNetworkJoinLobby");
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ScriptFunction::Register<&DisconnectNetworkGame>(rq, "DisconnectNetworkGame");
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ScriptFunction::Register<&GetPlayerGUID>(rq, "GetPlayerGUID");
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ScriptFunction::Register<&PollNetworkClient>(rq, "PollNetworkClient");
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ScriptFunction::Register<&SendGameSetupMessage>(rq, "SendGameSetupMessage");
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ScriptFunction::Register<&AssignNetworkPlayer>(rq, "AssignNetworkPlayer");
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ScriptFunction::Register<&KickPlayer>(rq, "KickPlayer");
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ScriptFunction::Register<&SendNetworkChat>(rq, "SendNetworkChat");
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ScriptFunction::Register<&SendNetworkReady>(rq, "SendNetworkReady");
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ScriptFunction::Register<&ClearAllPlayerReady>(rq, "ClearAllPlayerReady");
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ScriptFunction::Register<&StartNetworkGame>(rq, "StartNetworkGame");
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ScriptFunction::Register<&SetTurnLength>(rq, "SetTurnLength");
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}
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}
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