0ad/source/lobby/StanzaExtensions.h
Angen 1a8de6d2b8 Hide ip and port from users until they want to join, add optional password
Current issue with the lobby, is that we make ips of hosts public for
anyone to read. This patch consists of 3 parts.
1.) Removing ips and ports from lobby javascript
2.) Removing need of script on the server to attach public ips to game
stanza by asking the host using xmppclient as proxy.
3.) Implementing password protected matches, to deny this information to
not trusted players.

Further description:
Do not send ports and stunip to the bots.

Removed from stanza.
Do not send ip to the lobby.

Removed from mapping gamelist from backend to gui (still on the backend
side, because it is done by script on 0ad server).
Get ip and ports on request when trying to connect.

On the host side, ask stun server what is host's public ip and remember
it.
On the client side, send iq through xmppclient to the hosting player and
ask for ip, port and if Stun is used, then if answer is success,
continue
   with connecting, else fail.
Add optional password for matches.

Add password required identifier to the stanza.
Allow host to setup password for the match. Hash it on the host side and
store inside Netserver. If no password is given, matches will behave
as it is not required.
On the client side, if password for the match is required, show
additional window before trying to connect and ask for password, then
hash it
and send with iq request for ip, port and stun.
Server will answer with ip, port and stun only if passwords matches,
else will asnwer with error string.
Some security:
Passwords are hashed before sending, so it is not easy to guess what
users typed. (per wraitii)
Hashes are using different salt as lobby hashing and not using usernames
as salt (as that is not doable), so they are different even typing the
same password as for the lobby account.
Client remembers which user was asked for connection data and iq's id of
request. If answer doesn't match these things, it is ignored. (thnx
user1)
Every request for connection data is logged with hostname of the
requester to the mainlog file (no ips).
If user gets iq to send connection data and is not hosting the match,
will respond with error string "not_server".
If server gets iq::result with connection data, request is ignored.

Differential revision: D3184
Reviewed by: @wraitii
Comments by: @Stan, @bb, @Imarok, @vladislavbelov
Tested in lobby

This was SVN commit r24728.
2021-01-20 18:31:39 +00:00

162 lines
4.6 KiB
C++

/* Copyright (C) 2020 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 STANZAEXTENSIONS_H
#define STANZAEXTENSIONS_H
#include "glooxwrapper/glooxwrapper.h"
#include <vector>
/// Global Gamelist Extension
#define EXTGAMELISTQUERY 1403
#define XMLNS_GAMELIST "jabber:iq:gamelist"
/// Global Boardlist Extension
#define EXTBOARDLISTQUERY 1404
#define XMLNS_BOARDLIST "jabber:iq:boardlist"
/// Global Gamereport Extension
#define EXTGAMEREPORT 1405
#define XMLNS_GAMEREPORT "jabber:iq:gamereport"
/// Global Profile Extension
#define EXTPROFILEQUERY 1406
#define XMLNS_PROFILE "jabber:iq:profile"
/// Global Lobby Authentication Extension
#define EXTLOBBYAUTH 1407
#define XMLNS_LOBBYAUTH "jabber:iq:lobbyauth"
#define EXTCONNECTIONDATA 1408
#define XMLNS_CONNECTIONDATA "jabber:iq:connectiondata"
class ConnectionData : public glooxwrapper::StanzaExtension
{
public:
ConnectionData(const glooxwrapper::Tag* tag = 0);
// Following four methods are all required by gloox
virtual StanzaExtension* newInstance(const glooxwrapper::Tag* tag) const
{
return new ConnectionData(tag);
}
virtual const glooxwrapper::string& filterString() const;
virtual glooxwrapper::Tag* tag() const;
virtual glooxwrapper::StanzaExtension* clone() const;
glooxwrapper::string m_Ip;
glooxwrapper::string m_Port;
glooxwrapper::string m_UseSTUN;
glooxwrapper::string m_Password;
glooxwrapper::string m_Error;
};
class GameReport : public glooxwrapper::StanzaExtension
{
public:
GameReport(const glooxwrapper::Tag* tag = 0);
// Following four methods are all required by gloox
virtual StanzaExtension* newInstance(const glooxwrapper::Tag* tag) const
{
return new GameReport(tag);
}
virtual const glooxwrapper::string& filterString() const;
virtual glooxwrapper::Tag* tag() const;
virtual glooxwrapper::StanzaExtension* clone() const;
std::vector<const glooxwrapper::Tag*> m_GameReport;
};
class GameListQuery : public glooxwrapper::StanzaExtension
{
public:
GameListQuery(const glooxwrapper::Tag* tag = 0);
// Following four methods are all required by gloox
virtual StanzaExtension* newInstance(const glooxwrapper::Tag* tag) const
{
return new GameListQuery(tag);
}
virtual const glooxwrapper::string& filterString() const;
virtual glooxwrapper::Tag* tag() const;
virtual glooxwrapper::StanzaExtension* clone() const;
~GameListQuery();
glooxwrapper::string m_Command;
std::vector<const glooxwrapper::Tag*> m_GameList;
};
class BoardListQuery : public glooxwrapper::StanzaExtension
{
public:
BoardListQuery(const glooxwrapper::Tag* tag = 0);
// Following four methods are all required by gloox
virtual StanzaExtension* newInstance(const glooxwrapper::Tag* tag) const
{
return new BoardListQuery(tag);
}
virtual const glooxwrapper::string& filterString() const;
virtual glooxwrapper::Tag* tag() const;
virtual glooxwrapper::StanzaExtension* clone() const;
~BoardListQuery();
glooxwrapper::string m_Command;
std::vector<const glooxwrapper::Tag*> m_StanzaBoardList;
};
class ProfileQuery : public glooxwrapper::StanzaExtension
{
public:
ProfileQuery(const glooxwrapper::Tag* tag = 0);
// Following four methods are all required by gloox
virtual StanzaExtension* newInstance(const glooxwrapper::Tag* tag) const
{
return new ProfileQuery(tag);
}
virtual const glooxwrapper::string& filterString() const;
virtual glooxwrapper::Tag* tag() const;
virtual glooxwrapper::StanzaExtension* clone() const;
~ProfileQuery();
glooxwrapper::string m_Command;
std::vector<const glooxwrapper::Tag*> m_StanzaProfile;
};
class LobbyAuth : public glooxwrapper::StanzaExtension
{
public:
LobbyAuth(const glooxwrapper::Tag* tag = 0);
// Following four methods are all required by gloox
virtual StanzaExtension* newInstance(const glooxwrapper::Tag* tag) const
{
return new LobbyAuth(tag);
}
virtual const glooxwrapper::string& filterString() const;
virtual glooxwrapper::Tag* tag() const;
virtual glooxwrapper::StanzaExtension* clone() const;
glooxwrapper::string m_Token;
};
#endif // STANZAEXTENSIONS_H