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forked from 0ad/0ad
0ad/source/lobby/IXmppClient.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

70 lines
3.1 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 IXMPPCLIENT_H
#define IXMPPCLIENT_H
#include "scriptinterface/ScriptTypes.h"
class ScriptRequest;
class IXmppClient
{
public:
static IXmppClient* create(const ScriptInterface* scriptInterface, const std::string& sUsername, const std::string& sPassword, const std::string& sRoom, const std::string& sNick, const int historyRequestSize = 0, bool regOpt = false);
virtual ~IXmppClient() {}
virtual void connect() = 0;
virtual void disconnect() = 0;
virtual bool isConnected() = 0;
virtual void recv() = 0;
virtual void SendIqGetBoardList() = 0;
virtual void SendIqGetProfile(const std::string& player) = 0;
virtual void SendIqGameReport(const ScriptRequest& rq, JS::HandleValue data) = 0;
virtual void SendIqRegisterGame(const ScriptRequest& rq, JS::HandleValue data) = 0;
virtual void SendIqGetConnectionData(const std::string& jid, const std::string& password, const std::string& clientSalt, bool localIP) = 0;
virtual void SendIqUnregisterGame() = 0;
virtual void SendIqChangeStateGame(const std::string& nbp, const std::string& players) = 0;
virtual void SendIqLobbyAuth(const std::string& to, const std::string& token) = 0;
virtual void SetNick(const std::string& nick) = 0;
virtual std::string GetNick() const = 0;
virtual std::string GetJID() const = 0;
virtual void kick(const std::string& nick, const std::string& reason) = 0;
virtual void ban(const std::string& nick, const std::string& reason) = 0;
virtual void SetPresence(const std::string& presence) = 0;
virtual const char* GetPresence(const std::string& nickname) = 0;
virtual const char* GetRole(const std::string& nickname) = 0;
virtual std::wstring GetRating(const std::string& nickname) = 0;
virtual const std::wstring& GetSubject() = 0;
virtual JS::Value GUIGetPlayerList(const ScriptRequest& rq) = 0;
virtual JS::Value GUIGetGameList(const ScriptRequest& rq) = 0;
virtual JS::Value GUIGetBoardList(const ScriptRequest& rq) = 0;
virtual JS::Value GUIGetProfile(const ScriptRequest& rq) = 0;
virtual JS::Value GuiPollNewMessages(const ScriptInterface& guiInterface) = 0;
virtual JS::Value GuiPollHistoricMessages(const ScriptInterface& guiInterface) = 0;
virtual bool GuiPollHasPlayerListUpdate() = 0;
virtual void SendMUCMessage(const std::string& message) = 0;
virtual void SendStunEndpointToHost(const std::string& ip, u16 port, const std::string& hostJID) = 0;
};
extern IXmppClient *g_XmppClient;
extern bool g_rankedGame;
#endif // XMPPCLIENT_H