1
0
forked from 0ad/0ad
0ad/source/network/NetHost.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

115 lines
2.9 KiB
C++

/* Copyright (C) 2019 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 NETHOST_H
#define NETHOST_H
#include "ps/CStr.h"
#include <map>
/**
* @file
* Various declarations shared by networking code.
*/
typedef struct _ENetPeer ENetPeer;
typedef struct _ENetPacket ENetPacket;
typedef struct _ENetHost ENetHost;
class CNetMessage;
struct PlayerAssignment
{
/**
* Whether the player is currently connected and active.
* (We retain information on disconnected players to support rejoining,
* but don't transmit these to other clients.)
*/
bool m_Enabled;
/// Player name
CStrW m_Name;
/// The player that the given host controls, or -1 if none (observer)
i32 m_PlayerID;
/// Status - Ready or not: 0 for not ready, 1 for ready, 2 to stay ready
u8 m_Status;
};
typedef std::map<CStr, PlayerAssignment> PlayerAssignmentMap; // map from GUID -> assignment
/**
* Reasons sent by server to clients in disconnection messages.
* Must be kept in sync with binaries/data/mods/public/gui/common/network.js
* To avoid ambiguity, use a distinct reason for each callstack leading to a disconnect.
* NDR_UNKNOWN should remain reserved to the case where it is actually not a known disconnect by the server.
*/
enum NetDisconnectReason
{
NDR_UNKNOWN = 0,
NDR_SERVER_SHUTDOWN,
NDR_INCORRECT_PROTOCOL_VERSION,
NDR_SERVER_LOADING,
NDR_SERVER_ALREADY_IN_GAME,
NDR_KICKED,
NDR_BANNED,
NDR_PLAYERNAME_IN_USE,
NDR_SERVER_FULL,
NDR_LOBBY_AUTH_FAILED,
NDR_GUID_FAILED,
NDR_INCORRECT_READY_TURN_COMMANDS,
NDR_INCORRECT_READY_TURN_SIMULATED,
NDR_SERVER_REFUSED,
NDR_STUN_PORT_FAILED,
NDR_STUN_ENDPOINT_FAILED
};
class CNetHost
{
public:
static const int DEFAULT_CHANNEL = 0;
/**
* Transmit a message to the given peer.
* @param message message to send
* @param peer peer to send to
* @param peerName name of peer for debug logs
* @return true on success, false on failure
*/
static bool SendMessage(const CNetMessage* message, ENetPeer* peer, const char* peerName);
/**
* Construct an ENet packet by serialising the given message.
* @return NULL on failure
*/
static ENetPacket* CreatePacket(const CNetMessage* message);
/**
* Initialize ENet.
* This must be called before any other networking code.
*/
static void Initialize();
/**
* Deinitialize ENet.
*/
static void Deinitialize();
};
#endif // NETHOST_H