0ad/source/network/NetServer.h
wraitii 7bfcd9f78b Additional entropy when hashing match passwords.
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.
2021-05-18 14:47:36 +00:00

443 lines
13 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/>.
*/
#ifndef NETSERVER_H
#define NETSERVER_H
#include "NetFileTransfer.h"
#include "NetHost.h"
#include "lib/config2.h"
#include "lib/types.h"
#include "scriptinterface/ScriptTypes.h"
#include <ctime>
#include <mutex>
#include <string>
#include <utility>
#include <unordered_map>
#include <vector>
#include <thread>
class CNetServerSession;
class CNetServerTurnManager;
class CFsmEvent;
class CPlayerAssignmentMessage;
class CNetStatsTable;
class CSimulationMessage;
class ScriptInterface;
class ScriptRequest;
class CNetServerWorker;
enum NetServerState
{
// We haven't opened the port yet, we're just setting some stuff up.
// The worker thread has not been started.
SERVER_STATE_UNCONNECTED,
// The server is open and accepting connections. This is the screen where
// rules are set up by the operator and where players join and select civs
// and stuff.
SERVER_STATE_PREGAME,
// All the hosts are connected and are loading the game
SERVER_STATE_LOADING,
// The one with all the killing ;-)
SERVER_STATE_INGAME,
// The game is over and someone has won. Players might linger to chat or
// download the replay log.
SERVER_STATE_POSTGAME
};
/**
* Server session representation of client state
*/
enum NetServerSessionState
{
// The client has disconnected or been disconnected
NSS_UNCONNECTED,
// The client has just connected and we're waiting for its handshake message,
// to agree on the protocol version
NSS_HANDSHAKE,
// The client has handshook and we're waiting for its lobby authentication message
NSS_LOBBY_AUTHENTICATE,
// The client has handshook and we're waiting for its authentication message,
// to find its name and check its password etc
NSS_AUTHENTICATE,
// The client has fully joined, and is in the pregame setup stage
// or is loading the game.
// Server must be in SERVER_STATE_PREGAME or SERVER_STATE_LOADING.
NSS_PREGAME,
// The client has authenticated but the game was already started,
// so it's synchronising with the game state from other clients
NSS_JOIN_SYNCING,
// The client is running the game.
// Server must be in SERVER_STATE_LOADING or SERVER_STATE_INGAME.
NSS_INGAME
};
/**
* Network server interface. Handles all the coordination between players.
* One person runs this object, and every player (including the host) connects their CNetClient to it.
*
* The actual work is performed by CNetServerWorker in a separate thread.
*/
class CNetServer
{
NONCOPYABLE(CNetServer);
public:
/**
* Construct a new network server.
* @param autostartPlayers - if positive then StartGame will be called automatically
* once this many players are connected (intended for the command-line testing mode).
*/
CNetServer(bool useLobbyAuth = false, int autostartPlayers = -1);
~CNetServer();
/**
* Begin listening for network connections.
* This function is synchronous (it won't return until the connection is established).
* @return true on success, false on error (e.g. port already in use)
*/
bool SetupConnection(const u16 port);
/**
* Call from the GUI to asynchronously notify all clients that they should start loading the game.
* UpdateInitAttributes must be called at least once.
*/
void StartGame();
/**
* Call from the GUI to update the game setup attributes.
* The changes won't be propagated to clients until game start.
* @param attrs init attributes, in the script context of rq
*/
void UpdateInitAttributes(JS::MutableHandleValue attrs, const ScriptRequest& rq);
/**
* Set the turn length to a fixed value.
* TODO: we should replace this with some adapative lag-dependent computation.
*/
void SetTurnLength(u32 msecs);
bool UseLobbyAuth() const;
void OnLobbyAuth(const CStr& name, const CStr& token);
void SendHolePunchingMessage(const CStr& ip, u16 port);
void SetConnectionData(const CStr& ip, u16 port);
bool SetConnectionDataViaSTUN();
bool GetUseSTUN() const;
/**
* Return the externally accessible IP.
*/
CStr GetPublicIp() const;
/**
* Return the externally accessible port.
*/
u16 GetPublicPort() const;
/**
* Return the serving port on the local machine.
*/
u16 GetLocalPort() const;
/**
* Check if password is valid. If is not, increase number of failed attempts of the lobby user.
* This is used without established direct session with the client, to prevent brute force attacks
* when guessing password trying to get connection data from the host.
* @return true iff password is valid
*/
bool CheckPasswordAndIncrement(const std::string& username, const std::string& password, const std::string& salt);
/**
* Check if user reached certain number of failed attempts.
* @see m_BanAfterNumberOfTries
* @see CheckPasswordAndBan
*/
bool IsBanned(const std::string& username) const;
void SetPassword(const CStr& password);
void SetControllerSecret(const std::string& secret);
private:
CNetServerWorker* m_Worker;
const bool m_LobbyAuth;
bool m_UseSTUN;
u16 m_PublicPort;
CStr m_PublicIp;
CStr m_Password;
std::unordered_map<std::string, int> m_FailedAttempts;
};
/**
* Network server worker thread.
* (This is run in a thread so that client/server communication is not delayed
* by the host player's framerate - the only delay should be the network latency.)
*
* Thread-safety:
* - SetupConnection and constructor/destructor must be called from the main thread.
* - The main thread may push commands onto the Queue members,
* while holding the m_WorkerMutex lock.
* - Public functions (SendMessage, Broadcast) must be called from the network
* server thread.
*/
class CNetServerWorker
{
NONCOPYABLE(CNetServerWorker);
public:
// Public functions for CNetSession/CNetServerTurnManager to use:
/**
* Send a message to the given network peer.
*/
bool SendMessage(ENetPeer* peer, const CNetMessage* message);
/**
* Disconnects a player from gamesetup or session.
*/
void KickPlayer(const CStrW& playerName, const bool ban);
/**
* Send a message to all clients who match one of the given states.
*/
bool Broadcast(const CNetMessage* message, const std::vector<NetServerSessionState>& targetStates);
private:
friend class CNetServer;
friend class CNetFileReceiveTask_ServerRejoin;
CNetServerWorker(bool useLobbyAuth, int autostartPlayers);
~CNetServerWorker();
bool CheckPassword(const std::string& password, const std::string& salt) const;
void SetPassword(const CStr& hashedPassword);
void SetControllerSecret(const std::string& secret);
/**
* Begin listening for network connections.
* @return true on success, false on error (e.g. port already in use)
*/
bool SetupConnection(const u16 port);
/**
* The given GUID will be (re)assigned to the given player ID.
* Any player currently using that ID will be unassigned.
*/
void AssignPlayer(int playerID, const CStr& guid);
/**
* Switch in game mode and notify all clients to start the game.
*/
void StartGame(const CStr& initAttribs);
/**
* Make a player name 'nicer' by limiting the length and removing forbidden characters etc.
*/
static CStrW SanitisePlayerName(const CStrW& original);
/**
* Make a player name unique, if it matches any existing session's name.
*/
CStrW DeduplicatePlayerName(const CStrW& original);
/**
* Get the script context used for init attributes.
*/
const ScriptInterface& GetScriptInterface();
/**
* Set the turn length to a fixed value.
* TODO: we should replace this with some adaptive lag-dependent computation.
*/
void SetTurnLength(u32 msecs);
void ProcessLobbyAuth(const CStr& name, const CStr& token);
void AddPlayer(const CStr& guid, const CStrW& name);
void RemovePlayer(const CStr& guid);
void SendPlayerAssignments();
void ClearAllPlayerReady();
void SetupSession(CNetServerSession* session);
bool HandleConnect(CNetServerSession* session);
void OnUserJoin(CNetServerSession* session);
void OnUserLeave(CNetServerSession* session);
static bool OnClientHandshake(void* context, CFsmEvent* event);
static bool OnAuthenticate(void* context, CFsmEvent* event);
static bool OnSimulationCommand(void* context, CFsmEvent* event);
static bool OnSyncCheck(void* context, CFsmEvent* event);
static bool OnEndCommandBatch(void* context, CFsmEvent* event);
static bool OnChat(void* context, CFsmEvent* event);
static bool OnReady(void* context, CFsmEvent* event);
static bool OnClearAllReady(void* context, CFsmEvent* event);
static bool OnGameSetup(void* context, CFsmEvent* event);
static bool OnAssignPlayer(void* context, CFsmEvent* event);
static bool OnGameStart(void* context, CFsmEvent* event);
static bool OnLoadedGame(void* context, CFsmEvent* event);
static bool OnJoinSyncingLoadedGame(void* context, CFsmEvent* event);
static bool OnRejoined(void* context, CFsmEvent* event);
static bool OnKickPlayer(void* context, CFsmEvent* event);
static bool OnDisconnect(void* context, CFsmEvent* event);
static bool OnClientPaused(void* context, CFsmEvent* event);
/**
* Checks if all clients have finished loading.
* If so informs the clients about that and change the server state.
*
* Returns if all clients finished loading.
*/
bool CheckGameLoadStatus(CNetServerSession* changedSession);
void ConstructPlayerAssignmentMessage(CPlayerAssignmentMessage& message);
void HandleMessageReceive(const CNetMessage* message, CNetServerSession* session);
/**
* Send a network warning if the connection to a client is being lost or has bad latency.
*/
void CheckClientConnections();
void SendHolePunchingMessage(const CStr& ip, u16 port);
/**
* Internal script context for (de)serializing script messages,
* and for storing init attributes.
* (TODO: we shouldn't bother deserializing (except for debug printing of messages),
* we should just forward messages blindly and efficiently.)
*/
ScriptInterface* m_ScriptInterface;
PlayerAssignmentMap m_PlayerAssignments;
/**
* Stores the most current init attributes.
* NB: this is not guaranteed to be up-to-date until the server is LOADING or INGAME.
* At that point, the settings are frozen and ought to be identical to the simulation Init Attributes.
*/
JS::PersistentRootedValue m_InitAttributes;
int m_AutostartPlayers;
/**
* Whether this match requires lobby authentication.
*/
const bool m_LobbyAuth;
ENetHost* m_Host;
std::vector<CNetServerSession*> m_Sessions;
CNetStatsTable* m_Stats;
NetServerState m_State;
CStrW m_ServerName;
std::vector<u32> m_BannedIPs;
std::vector<CStrW> m_BannedPlayers;
CStr m_Password;
/**
* Holds the GUIDs of all currently paused players.
*/
std::vector<CStr> m_PausingPlayers;
u32 m_NextHostID;
CNetServerTurnManager* m_ServerTurnManager;
/**
* The GUID of the client in control of the game (the 'host' from the players' perspective).
*/
CStr m_ControllerGUID;
/**
* The 'secret' used to identify the controller of the game.
*/
std::string m_ControllerSecret;
/**
* A copy of all simulation commands received so far, indexed by
* turn number, to simplify support for rejoining etc.
* TODO: verify this doesn't use too much RAM.
*/
std::vector<std::vector<CSimulationMessage>> m_SavedCommands;
/**
* The latest copy of the simulation state, received from an existing
* client when a new client has asked to rejoin the game.
*/
std::string m_JoinSyncFile;
/**
* Time when the clients connections were last checked for timeouts and latency.
*/
std::time_t m_LastConnectionCheck;
private:
// Thread-related stuff:
#if CONFIG2_MINIUPNPC
/**
* Try to find a UPnP root on the network and setup port forwarding.
*/
static void SetupUPnP();
std::thread m_UPnPThread;
#endif
static void RunThread(CNetServerWorker* data);
void Run();
bool RunStep();
std::thread m_WorkerThread;
std::mutex m_WorkerMutex;
// protected by m_WorkerMutex
bool m_Shutdown;
// Queues for messages sent by the game thread (protected by m_WorkerMutex):
std::vector<bool> m_StartGameQueue;
std::vector<std::string> m_InitAttributesQueue;
std::vector<std::pair<CStr, CStr>> m_LobbyAuthQueue;
std::vector<u32> m_TurnLengthQueue;
};
/// Global network server for the standard game
extern CNetServer *g_NetServer;
#endif // NETSERVER_H