Added login process to client
Doesn't work yet, gotta figure this out.
This commit is contained in:
@@ -28,8 +28,14 @@ namespace Barotrauma.Networking
|
||||
|
||||
private List<Client> otherClients;
|
||||
|
||||
private string serverIP;
|
||||
|
||||
private string serverIP;
|
||||
|
||||
private bool needAuth;
|
||||
private bool requiresPw;
|
||||
private int nonce;
|
||||
private string saltedPw;
|
||||
NetEncryption algo;
|
||||
|
||||
public byte ID
|
||||
{
|
||||
get { return myID; }
|
||||
@@ -77,7 +83,7 @@ namespace Barotrauma.Networking
|
||||
GameMain.NetLobbyScreen = new NetLobbyScreen();
|
||||
}
|
||||
|
||||
public void ConnectToServer(string hostIP, string password = "")
|
||||
public void ConnectToServer(string hostIP)
|
||||
{
|
||||
string[] address = hostIP.Split(':');
|
||||
if (address.Length==1)
|
||||
@@ -126,11 +132,13 @@ namespace Barotrauma.Networking
|
||||
return;
|
||||
}
|
||||
|
||||
NetOutgoingMessage outmsg = client.CreateMessage();
|
||||
outmsg.Write((byte)ClientPacketHeader.REQUEST_AUTH);
|
||||
|
||||
// Connect client, to ip previously requested from user
|
||||
try
|
||||
{
|
||||
|
||||
client.Connect(IPEndPoint, outmsg);
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
@@ -150,13 +158,8 @@ namespace Barotrauma.Networking
|
||||
reconnectBox.Buttons[0].OnClicked += CancelConnect;
|
||||
reconnectBox.Buttons[0].OnClicked += reconnectBox.Close;
|
||||
}
|
||||
|
||||
String sendPw = "";
|
||||
if (password.Length>0)
|
||||
{
|
||||
sendPw = Encoding.UTF8.GetString(NetUtility.ComputeSHAHash(Encoding.UTF8.GetBytes(password)));
|
||||
}
|
||||
CoroutineManager.StartCoroutine(WaitForStartingInfo(sendPw));
|
||||
|
||||
CoroutineManager.StartCoroutine(WaitForStartingInfo());
|
||||
|
||||
// Start the timer
|
||||
//update.Start();
|
||||
@@ -181,25 +184,30 @@ namespace Barotrauma.Networking
|
||||
return true;
|
||||
}
|
||||
|
||||
private bool connectCanceled;
|
||||
private bool connectCancelled;
|
||||
|
||||
private bool CancelConnect(GUIButton button, object obj)
|
||||
{
|
||||
connectCanceled = true;
|
||||
connectCancelled = true;
|
||||
return true;
|
||||
}
|
||||
|
||||
// Before main looping starts, we loop here and wait for approval message
|
||||
private IEnumerable<object> WaitForStartingInfo(string password)
|
||||
private IEnumerable<object> WaitForStartingInfo()
|
||||
{
|
||||
connectCanceled = false;
|
||||
requiresPw = false;
|
||||
needAuth = true;
|
||||
saltedPw = "";
|
||||
|
||||
connectCancelled = false;
|
||||
// When this is set to true, we are approved and ready to go
|
||||
bool CanStart = false;
|
||||
|
||||
DateTime timeOut = DateTime.Now + new TimeSpan(0,0,20);
|
||||
DateTime reqAuthTime = DateTime.Now + new TimeSpan(0, 0, 3);
|
||||
|
||||
// Loop until we are approved
|
||||
while (!CanStart && !connectCanceled)
|
||||
while (!CanStart && !connectCancelled)
|
||||
{
|
||||
int seconds = DateTime.Now.Second;
|
||||
|
||||
@@ -210,6 +218,44 @@ namespace Barotrauma.Networking
|
||||
}
|
||||
reconnectBox.Text = connectingText;
|
||||
|
||||
if (DateTime.Now > reqAuthTime)
|
||||
{
|
||||
if (needAuth)
|
||||
{
|
||||
//request auth again
|
||||
NetOutgoingMessage reqAuthMsg = client.CreateMessage();
|
||||
reqAuthMsg.Write((byte)ClientPacketHeader.REQUEST_AUTH);
|
||||
client.SendMessage(reqAuthMsg, NetDeliveryMethod.Unreliable);
|
||||
}
|
||||
else
|
||||
{
|
||||
//request init again
|
||||
if (!requiresPw)
|
||||
{
|
||||
NetOutgoingMessage outmsg = client.CreateMessage();
|
||||
outmsg.Write((byte)ClientPacketHeader.REQUEST_INIT);
|
||||
outmsg.Write(GameMain.Version.ToString());
|
||||
outmsg.Write(GameMain.SelectedPackage.Name);
|
||||
outmsg.Write(GameMain.SelectedPackage.MD5hash.Hash);
|
||||
outmsg.Write(name);
|
||||
client.SendMessage(outmsg, NetDeliveryMethod.Unreliable);
|
||||
}
|
||||
else
|
||||
{
|
||||
NetOutgoingMessage outmsg = client.CreateMessage();
|
||||
outmsg.Write((byte)ClientPacketHeader.REQUEST_INIT);
|
||||
outmsg.Write(saltedPw);
|
||||
outmsg.Write(GameMain.Version.ToString());
|
||||
outmsg.Write(GameMain.SelectedPackage.Name);
|
||||
outmsg.Write(GameMain.SelectedPackage.MD5hash.Hash);
|
||||
outmsg.Write(name);
|
||||
outmsg.Encrypt(algo);
|
||||
client.SendMessage(outmsg, NetDeliveryMethod.Unreliable);
|
||||
}
|
||||
}
|
||||
reqAuthTime = DateTime.Now + new TimeSpan(0, 0, 3);
|
||||
}
|
||||
|
||||
yield return CoroutineStatus.Running;
|
||||
|
||||
if (DateTime.Now > timeOut) break;
|
||||
@@ -217,10 +263,47 @@ namespace Barotrauma.Networking
|
||||
NetIncomingMessage inc;
|
||||
// If new messages arrived
|
||||
if ((inc = client.ReadMessage()) == null) continue;
|
||||
|
||||
string pwMsg = "Password required";
|
||||
|
||||
try
|
||||
{
|
||||
//TODO: read message data
|
||||
{
|
||||
switch (inc.MessageType)
|
||||
{
|
||||
case NetIncomingMessageType.Data:
|
||||
ServerPacketHeader header = (ServerPacketHeader)inc.ReadByte();
|
||||
switch (header)
|
||||
{
|
||||
case ServerPacketHeader.AUTH_RESPONSE:
|
||||
if (inc.ReadBoolean())
|
||||
{
|
||||
//requires password
|
||||
nonce = inc.ReadInt32();
|
||||
requiresPw = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
requiresPw = false;
|
||||
}
|
||||
break;
|
||||
case ServerPacketHeader.AUTH_FAILURE:
|
||||
//failed to authenticate, can still use same nonce
|
||||
pwMsg = inc.ReadString();
|
||||
requiresPw = true;
|
||||
break;
|
||||
}
|
||||
break;
|
||||
case NetIncomingMessageType.StatusChanged:
|
||||
if (client.ConnectionStatus == NetConnectionStatus.Disconnected)
|
||||
{
|
||||
string denyMessage = inc.ReadString();
|
||||
|
||||
new GUIMessageBox("Couldn't connect to server", denyMessage);
|
||||
|
||||
connectCancelled = true;
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
catch (Exception e)
|
||||
@@ -228,16 +311,55 @@ namespace Barotrauma.Networking
|
||||
DebugConsole.ThrowError("Error while connecting to server", e);
|
||||
break;
|
||||
}
|
||||
|
||||
if (requiresPw && needAuth)
|
||||
{
|
||||
var msgBox = new GUIMessageBox(pwMsg, "", new string[] { "OK", "Cancel" });
|
||||
var passwordBox = new GUITextBox(new Rectangle(0, 40, 150, 25), Alignment.TopLeft, GUI.Style, msgBox.children[0]);
|
||||
passwordBox.UserData = "password";
|
||||
|
||||
var okButton = msgBox.Buttons[0];
|
||||
var cancelButton = msgBox.Buttons[1];
|
||||
|
||||
while (GUIMessageBox.MessageBoxes.Contains(msgBox))
|
||||
{
|
||||
while (client.ReadMessage() != null) {} //clear incoming message queue until client sends password request
|
||||
okButton.Enabled = !string.IsNullOrWhiteSpace(passwordBox.Text);
|
||||
|
||||
if (okButton.Selected)
|
||||
{
|
||||
saltedPw = Encoding.UTF8.GetString(NetUtility.ComputeSHAHash(Encoding.UTF8.GetBytes(passwordBox.Text)));
|
||||
saltedPw = saltedPw + Convert.ToString(nonce);
|
||||
saltedPw = Encoding.UTF8.GetString(NetUtility.ComputeSHAHash(Encoding.UTF8.GetBytes(saltedPw)));
|
||||
algo = new NetXtea(client, saltedPw);
|
||||
|
||||
timeOut = DateTime.Now + new TimeSpan(0, 0, 20);
|
||||
reqAuthTime = DateTime.Now + new TimeSpan(0, 0, 0);
|
||||
needAuth = false;
|
||||
|
||||
msgBox.Close(null, null);
|
||||
break;
|
||||
}
|
||||
else if (cancelButton.Selected)
|
||||
{
|
||||
msgBox.Close(null, null);
|
||||
connectCancelled = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
yield return CoroutineStatus.Running;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
if (reconnectBox != null)
|
||||
{
|
||||
reconnectBox.Close(null, null);
|
||||
reconnectBox = null;
|
||||
}
|
||||
|
||||
if (connectCanceled) yield return CoroutineStatus.Success;
|
||||
if (connectCancelled) yield return CoroutineStatus.Success;
|
||||
|
||||
if (client.ConnectionStatus != NetConnectionStatus.Connected)
|
||||
{
|
||||
|
||||
Reference in New Issue
Block a user