mirror of
https://gitea.wildfiregames.com/0ad/0ad
synced 2026-06-16 05:13:58 -07:00
Follows 1a8de6d2b8.
Validate the password when a client joins a game, so even a player that
knows the connection data cannot join.
Refs #3556, Refs #5913
Differential Revision: https://code.wildfiregames.com/D3438
This was SVN commit r24775.
295 lines
10 KiB
C++
295 lines
10 KiB
C++
/* 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/Util.h"
|
|
#include "scriptinterface/ScriptInterface.h"
|
|
|
|
#include "third_party/encryption/pkcs5_pbkdf2.h"
|
|
|
|
u16 JSI_Network::GetDefaultPort(ScriptInterface::CmptPrivate* UNUSED(pCmptPrivate))
|
|
{
|
|
return PS_DEFAULT_PORT;
|
|
}
|
|
|
|
bool JSI_Network::HasNetServer(ScriptInterface::CmptPrivate* UNUSED(pCmptPrivate))
|
|
{
|
|
return !!g_NetServer;
|
|
}
|
|
|
|
bool JSI_Network::HasNetClient(ScriptInterface::CmptPrivate* UNUSED(pCmptPrivate))
|
|
{
|
|
return !!g_NetClient;
|
|
}
|
|
|
|
CStr JSI_Network::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 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.
|
|
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 both cases we need to ping stun server to get our public ip. If we want to host via stun,
|
|
// we need port as well.
|
|
if (hasLobby)
|
|
{
|
|
CStr ip;
|
|
if (!useSTUN)
|
|
{
|
|
if (!StunClient::GetPublicIp(ip, serverPort))
|
|
{
|
|
ScriptRequest rq(pCmptPrivate->pScriptInterface);
|
|
ScriptException::Raise(rq, "Failed to get public ip.");
|
|
SAFE_DELETE(g_NetServer);
|
|
return;
|
|
}
|
|
g_NetServer->SetConnectionData(ip, 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))
|
|
{
|
|
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;
|
|
}
|
|
|
|
// We will get hashed password from clients, so hash it once for server
|
|
CStr hashedPass = HashPassword(password);
|
|
g_NetServer->SetPassword(hashedPass);
|
|
|
|
g_Game = new CGame(true);
|
|
g_NetClient = new CNetClient(g_Game, true);
|
|
g_NetClient->SetUserName(playerName);
|
|
g_NetClient->SetHostingPlayerName(hostLobbyName);
|
|
g_NetClient->SetGamePassword(hashedPass);
|
|
g_NetClient->SetupServerData("127.0.0.1", serverPort, false);
|
|
|
|
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);
|
|
|
|
g_Game = new CGame(true);
|
|
g_NetClient = new CNetClient(g_Game, false);
|
|
g_NetClient->SetUserName(playerName);
|
|
g_NetClient->SetHostingPlayerName(hostJID.substr(0, hostJID.find("@")));
|
|
g_NetClient->SetupServerData(serverAddress, serverPort, useSTUN);
|
|
|
|
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* pCmptPrivate, 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, false);
|
|
g_NetClient->SetUserName(playerName);
|
|
g_NetClient->SetHostingPlayerName(hostJID.substr(0, hostJID.find("@")));
|
|
g_NetClient->SetGamePassword(hashedPass);
|
|
g_XmppClient->SendIqGetConnectionData(hostJID, hashedPass.c_str());
|
|
}
|
|
|
|
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, &HasNetServer>("HasNetServer");
|
|
scriptInterface.RegisterFunction<bool, &HasNetClient>("HasNetClient");
|
|
scriptInterface.RegisterFunction<void, CStrW, u16, CStr, bool, CStr, &StartNetworkHost>("StartNetworkHost");
|
|
scriptInterface.RegisterFunction<void, CStrW, CStr, u16, bool, CStr, &StartNetworkJoin>("StartNetworkJoin");
|
|
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");
|
|
}
|