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0ad/source/lobby/StanzaExtensions.cpp

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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 19:31:39 +01:00
/* 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 "StanzaExtensions.h"
/******************************************************
* GameReport, fairly generic custom stanza extension used
* to report game statistics.
*/
GameReport::GameReport(const glooxwrapper::Tag* tag)
: StanzaExtension(EXTGAMEREPORT)
{
if (!tag || tag->name() != "report" || tag->xmlns() != XMLNS_GAMEREPORT)
return;
// TODO if we want to handle receiving this stanza extension.
};
/**
* Required by gloox, used to serialize the GameReport into XML for sending.
*/
glooxwrapper::Tag* GameReport::tag() const
{
glooxwrapper::Tag* t = glooxwrapper::Tag::allocate("report");
t->setXmlns(XMLNS_GAMEREPORT);
for (const glooxwrapper::Tag* const& tag : m_GameReport)
t->addChild(tag->clone());
return t;
}
/**
* Required by gloox, used to find the GameReport element in a recived IQ.
*/
const glooxwrapper::string& GameReport::filterString() const
{
static const glooxwrapper::string filter = "/iq/report[@xmlns='" XMLNS_GAMEREPORT "']";
return filter;
}
glooxwrapper::StanzaExtension* GameReport::clone() const
{
GameReport* q = new GameReport();
return q;
}
/******************************************************
* BoardListQuery, a flexible custom IQ Stanza useful for anything with ratings, used to
* request and receive leaderboard and rating data from server.
* Example stanza:
* <board player="foobar">1200</board>
*/
BoardListQuery::BoardListQuery(const glooxwrapper::Tag* tag)
: StanzaExtension(EXTBOARDLISTQUERY)
{
if (!tag || tag->name() != "query" || tag->xmlns() != XMLNS_BOARDLIST)
return;
const glooxwrapper::Tag* c = tag->findTag_clone("query/command");
if (c)
m_Command = c->cdata();
glooxwrapper::Tag::free(c);
for (const glooxwrapper::Tag* const& t : tag->findTagList_clone("query/board"))
m_StanzaBoardList.emplace_back(t);
}
/**
* Required by gloox, used to find the BoardList element in a received IQ.
*/
const glooxwrapper::string& BoardListQuery::filterString() const
{
static const glooxwrapper::string filter = "/iq/query[@xmlns='" XMLNS_BOARDLIST "']";
return filter;
}
/**
* Required by gloox, used to serialize the BoardList request into XML for sending.
*/
glooxwrapper::Tag* BoardListQuery::tag() const
{
glooxwrapper::Tag* t = glooxwrapper::Tag::allocate("query");
t->setXmlns(XMLNS_BOARDLIST);
// Check for ratinglist or boardlist command
if (!m_Command.empty())
t->addChild(glooxwrapper::Tag::allocate("command", m_Command));
for (const glooxwrapper::Tag* const& tag : m_StanzaBoardList)
t->addChild(tag->clone());
return t;
}
glooxwrapper::StanzaExtension* BoardListQuery::clone() const
{
BoardListQuery* q = new BoardListQuery();
return q;
}
BoardListQuery::~BoardListQuery()
{
for (const glooxwrapper::Tag* const& t : m_StanzaBoardList)
glooxwrapper::Tag::free(t);
m_StanzaBoardList.clear();
}
/******************************************************
* GameListQuery, custom IQ Stanza, used to receive
* the listing of games from the server, and register/
* unregister/changestate games on the server.
*/
GameListQuery::GameListQuery(const glooxwrapper::Tag* tag)
: StanzaExtension(EXTGAMELISTQUERY)
{
if (!tag || tag->name() != "query" || tag->xmlns() != XMLNS_GAMELIST)
return;
const glooxwrapper::Tag* c = tag->findTag_clone("query/command");
if (c)
m_Command = c->cdata();
glooxwrapper::Tag::free(c);
for (const glooxwrapper::Tag* const& t : tag->findTagList_clone("query/game"))
m_GameList.emplace_back(t);
}
/**
* Required by gloox, used to find the GameList element in a received IQ.
*/
const glooxwrapper::string& GameListQuery::filterString() const
{
static const glooxwrapper::string filter = "/iq/query[@xmlns='" XMLNS_GAMELIST "']";
return filter;
}
/**
* Required by gloox, used to serialize the game object into XML for sending.
*/
glooxwrapper::Tag* GameListQuery::tag() const
{
glooxwrapper::Tag* t = glooxwrapper::Tag::allocate("query");
t->setXmlns(XMLNS_GAMELIST);
// Check for register / unregister command
if (!m_Command.empty())
t->addChild(glooxwrapper::Tag::allocate("command", m_Command));
for (const glooxwrapper::Tag* const& tag : m_GameList)
t->addChild(tag->clone());
return t;
}
glooxwrapper::StanzaExtension* GameListQuery::clone() const
{
GameListQuery* q = new GameListQuery();
return q;
}
GameListQuery::~GameListQuery()
{
for (const glooxwrapper::Tag* const & t : m_GameList)
glooxwrapper::Tag::free(t);
m_GameList.clear();
}
/******************************************************
* ProfileQuery, a custom IQ Stanza useful for fetching
* user profiles
* Example stanza:
* <profile player="foobar" highestRating="1500" rank="1895" totalGamesPlayed="50"
* wins="25" losses="25" /><command>foobar</command>
*/
ProfileQuery::ProfileQuery(const glooxwrapper::Tag* tag)
: StanzaExtension(EXTPROFILEQUERY)
{
if (!tag || tag->name() != "query" || tag->xmlns() != XMLNS_PROFILE)
return;
const glooxwrapper::Tag* c = tag->findTag_clone("query/command");
if (c)
m_Command = c->cdata();
glooxwrapper::Tag::free(c);
for (const glooxwrapper::Tag* const& t : tag->findTagList_clone("query/profile"))
m_StanzaProfile.emplace_back(t);
}
/**
* Required by gloox, used to find the Profile element in a received IQ.
*/
const glooxwrapper::string& ProfileQuery::filterString() const
{
static const glooxwrapper::string filter = "/iq/query[@xmlns='" XMLNS_PROFILE "']";
return filter;
}
/**
* Required by gloox, used to serialize the Profile request into XML for sending.
*/
glooxwrapper::Tag* ProfileQuery::tag() const
{
glooxwrapper::Tag* t = glooxwrapper::Tag::allocate("query");
t->setXmlns(XMLNS_PROFILE);
if (!m_Command.empty())
t->addChild(glooxwrapper::Tag::allocate("command", m_Command));
for (const glooxwrapper::Tag* const& tag : m_StanzaProfile)
t->addChild(tag->clone());
return t;
}
glooxwrapper::StanzaExtension* ProfileQuery::clone() const
{
ProfileQuery* q = new ProfileQuery();
return q;
}
ProfileQuery::~ProfileQuery()
{
for (const glooxwrapper::Tag* const& t : m_StanzaProfile)
glooxwrapper::Tag::free(t);
m_StanzaProfile.clear();
}
/******************************************************
* LobbyAuth, a custom IQ Stanza, used to send and
* receive a security token for hosting authentication.
*/
LobbyAuth::LobbyAuth(const glooxwrapper::Tag* tag)
: StanzaExtension(EXTLOBBYAUTH)
{
if (!tag || tag->name() != "auth" || tag->xmlns() != XMLNS_LOBBYAUTH)
return;
const glooxwrapper::Tag* c = tag->findTag_clone("auth/token");
if (c)
m_Token = c->cdata();
glooxwrapper::Tag::free(c);
}
/**
* Required by gloox, used to find the LobbyAuth element in a received IQ.
*/
const glooxwrapper::string& LobbyAuth::filterString() const
{
static const glooxwrapper::string filter = "/iq/auth[@xmlns='" XMLNS_LOBBYAUTH "']";
return filter;
}
/**
* Required by gloox, used to serialize the auth object into XML for sending.
*/
glooxwrapper::Tag* LobbyAuth::tag() const
{
glooxwrapper::Tag* t = glooxwrapper::Tag::allocate("auth");
t->setXmlns(XMLNS_LOBBYAUTH);
// Check for the auth token
if (!m_Token.empty())
t->addChild(glooxwrapper::Tag::allocate("token", m_Token));
return t;
}
glooxwrapper::StanzaExtension* LobbyAuth::clone() const
{
return new LobbyAuth();
}
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 19:31:39 +01:00
/******************************************************
* ConnectionData, a custom IQ Stanza, used to send and
* receive a ip and port of the server.
*/
ConnectionData::ConnectionData(const glooxwrapper::Tag* tag)
: StanzaExtension(EXTCONNECTIONDATA)
{
if (!tag || tag->name() != "connectiondata" || tag->xmlns() != XMLNS_CONNECTIONDATA)
return;
const glooxwrapper::Tag* c = tag->findTag_clone("connectiondata/ip");
if (c)
m_Ip = c->cdata();
const glooxwrapper::Tag* p= tag->findTag_clone("connectiondata/port");
if (p)
m_Port = p->cdata();
const glooxwrapper::Tag* pip = tag->findTag_clone("connectiondata/isLocalIP");
if (pip)
m_IsLocalIP = pip->cdata();
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 19:31:39 +01:00
const glooxwrapper::Tag* s = tag->findTag_clone("connectiondata/useSTUN");
if (s)
m_UseSTUN = s->cdata();
const glooxwrapper::Tag* pw = tag->findTag_clone("connectiondata/password");
if (pw)
m_Password = pw->cdata();
const glooxwrapper::Tag* cs = tag->findTag_clone("connectiondata/clientsalt");
if (cs)
m_ClientSalt = cs->cdata();
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 19:31:39 +01:00
const glooxwrapper::Tag* e = tag->findTag_clone("connectiondata/error");
if (e)
m_Error= e->cdata();
glooxwrapper::Tag::free(c);
glooxwrapper::Tag::free(p);
glooxwrapper::Tag::free(pip);
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 19:31:39 +01:00
glooxwrapper::Tag::free(s);
glooxwrapper::Tag::free(pw);
glooxwrapper::Tag::free(cs);
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 19:31:39 +01:00
glooxwrapper::Tag::free(e);
}
/**
* Required by gloox, used to find the LobbyAuth element in a received IQ.
*/
const glooxwrapper::string& ConnectionData::filterString() const
{
static const glooxwrapper::string filter = "/iq/connectiondata[@xmlns='" XMLNS_CONNECTIONDATA "']";
return filter;
}
/**
* Required by gloox, used to serialize the auth object into XML for sending.
*/
glooxwrapper::Tag* ConnectionData::tag() const
{
glooxwrapper::Tag* t = glooxwrapper::Tag::allocate("connectiondata");
t->setXmlns(XMLNS_CONNECTIONDATA);
if (!m_Ip.empty())
t->addChild(glooxwrapper::Tag::allocate("ip", m_Ip));
if (!m_Port.empty())
t->addChild(glooxwrapper::Tag::allocate("port", m_Port));
if (!m_IsLocalIP.empty())
t->addChild(glooxwrapper::Tag::allocate("isLocalIP", m_IsLocalIP));
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 19:31:39 +01:00
if (!m_UseSTUN.empty())
t->addChild(glooxwrapper::Tag::allocate("useSTUN", m_UseSTUN));
if (!m_Password.empty())
t->addChild(glooxwrapper::Tag::allocate("password", m_Password));
if (!m_ClientSalt.empty())
t->addChild(glooxwrapper::Tag::allocate("clientsalt", m_ClientSalt));
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 19:31:39 +01:00
if (!m_Error.empty())
t->addChild(glooxwrapper::Tag::allocate("error", m_Error));
return t;
}
glooxwrapper::StanzaExtension* ConnectionData::clone() const
{
return new ConnectionData();
}