mirror of
https://gitea.wildfiregames.com/0ad/0ad
synced 2026-06-16 05:13:58 -07:00
XMPP JID has a concept of 'resources', which can be used to differentiate multiple clients of the same account. We currently hardcode this 'resource' to '0ad' in two places: - The 0 A.D. client always uses '0ad' - The network code expects a host resource to be '0ad' when connecting. As noted in 0fd8aa2a77#31215, it is less effort to store the JI D directly. This patch does that. It also makes 0 A.D. use a different resource each time. Note that resources ought not contain particular information, as the XMPP server is free to clobber it. I keep '0ad-' here for debug purposes. This allows: - multiple 0 A.D. instances to log on the lobby at the same time (not massively useful, but good for debugging sometimes) - hosting a game with a custom resource, which will potentially make it easier to have dedi cated servers on one account. Note that hosting multiple games on one account is currently not supported and will have weird behaviour on the lobbybots side. They should be upgraded independently of this. Refs #3556 Differential Revision: https://code.wildfiregames.com/D3500 This was SVN commit r25407.
310 lines
9.3 KiB
C++
310 lines
9.3 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/GUID.h"
|
|
#include "ps/Util.h"
|
|
#include "scriptinterface/FunctionWrapper.h"
|
|
#include "scriptinterface/ScriptInterface.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& scriptInterface)
|
|
{
|
|
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 scriptInterface.CloneValueFromOtherCompartment(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");
|
|
}
|
|
}
|