1
0
forked from 0ad/0ad
0ad/source/network/scripting/JSInterface_Network.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

55 lines
2.8 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 INCLUDED_JSI_NETWORK
#define INCLUDED_JSI_NETWORK
#include "lib/types.h"
#include "ps/CStr.h"
#include "scriptinterface/ScriptInterface.h"
namespace JSI_Network
{
u16 GetDefaultPort(ScriptInterface::CmptPrivate* pCmptPrivate);
bool HasNetServer(ScriptInterface::CmptPrivate* pCmptPrivate);
bool HasNetClient(ScriptInterface::CmptPrivate* pCmptPrivate);
void StartNetworkGame(ScriptInterface::CmptPrivate* pCmptPrivate);
void SetNetworkGameAttributes(ScriptInterface::CmptPrivate* pCmptPrivate, JS::HandleValue attribs1);
void StartNetworkHost(ScriptInterface::CmptPrivate* pCmptPrivate, const CStrW& playerName, const u16 serverPort, const CStr& hostLobbyName, bool useSTUN, const CStr& password);
void StartNetworkJoin(ScriptInterface::CmptPrivate* pCmptPrivate, const CStrW& playerName, const CStr& serverAddress, u16 serverPort, bool useSTUN, const CStr& hostJID);
/**
* Requires XmppClient to send iq request to the server to get server's ip and port based on passed password.
* This is needed to not force server to share it's public ip with all potential clients in the lobby.
* XmppClient will also handle logic after receiving the answer.
*/
void StartNetworkJoinLobby(ScriptInterface::CmptPrivate* pCmptPrivate, const CStrW& playerName, const CStr& hostJID, const CStr& password);
void DisconnectNetworkGame(ScriptInterface::CmptPrivate* pCmptPrivate);
JS::Value PollNetworkClient(ScriptInterface::CmptPrivate* pCmptPrivate);
CStr GetPlayerGUID(ScriptInterface::CmptPrivate* pCmptPrivate);
void KickPlayer(ScriptInterface::CmptPrivate* pCmptPrivate, const CStrW& playerName, bool ban);
void AssignNetworkPlayer(ScriptInterface::CmptPrivate* pCmptPrivate, int playerID, const CStr& guid);
void ClearAllPlayerReady (ScriptInterface::CmptPrivate* pCmptPrivate);
void SendNetworkChat(ScriptInterface::CmptPrivate* pCmptPrivate, const CStrW& message);
void SendNetworkReady(ScriptInterface::CmptPrivate* pCmptPrivate, int message);
void SetTurnLength(ScriptInterface::CmptPrivate* pCmptPrivate, int length);
CStr HashPassword(const CStr& password);
void RegisterScriptFunctions(const ScriptInterface& scriptInterface);
}
#endif // INCLUDED_JSI_NETWORK