New login process + a little bit of cleanup
No reliability required :) Will get to the client soon
This commit is contained in:
@@ -115,9 +115,6 @@ namespace Barotrauma.Networking
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netPeer = client;
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netPeer = client;
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client.Start();
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client.Start();
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NetOutgoingMessage outmsg = client.CreateMessage();
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System.Net.IPEndPoint IPEndPoint = null;
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System.Net.IPEndPoint IPEndPoint = null;
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try
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try
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{
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{
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@@ -133,7 +130,6 @@ namespace Barotrauma.Networking
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// Connect client, to ip previously requested from user
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// Connect client, to ip previously requested from user
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try
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try
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{
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{
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client.Connect(IPEndPoint, outmsg);
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}
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}
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catch (Exception e)
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catch (Exception e)
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@@ -446,11 +442,6 @@ namespace Barotrauma.Networking
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public bool SpectateClicked(GUIButton button, object userData)
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public bool SpectateClicked(GUIButton button, object userData)
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{
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{
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NetOutgoingMessage msg = client.CreateMessage();
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client.SendMessage(msg, NetDeliveryMethod.ReliableUnordered);
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if (button != null) button.Enabled = false;
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if (button != null) button.Enabled = false;
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return false;
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return false;
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@@ -28,6 +28,8 @@ namespace Barotrauma.Networking
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private NetServer server;
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private NetServer server;
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private NetPeerConfiguration config;
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private NetPeerConfiguration config;
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private int MaxPlayers;
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private DateTime sparseUpdateTimer;
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private DateTime sparseUpdateTimer;
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private DateTime refreshMasterTimer;
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private DateTime refreshMasterTimer;
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@@ -80,6 +82,7 @@ namespace Barotrauma.Networking
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}
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}
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config.MaximumConnections = maxPlayers;
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config.MaximumConnections = maxPlayers;
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MaxPlayers = maxPlayers;
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config.DisableMessageType(NetIncomingMessageType.DebugMessage |
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config.DisableMessageType(NetIncomingMessageType.DebugMessage |
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NetIncomingMessageType.WarningMessage | NetIncomingMessageType.Receipt |
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NetIncomingMessageType.WarningMessage | NetIncomingMessageType.Receipt |
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@@ -446,6 +449,16 @@ namespace Barotrauma.Networking
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sparseUpdateTimer = DateTime.Now + sparseUpdateInterval;
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sparseUpdateTimer = DateTime.Now + sparseUpdateInterval;
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}
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}
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private byte GetNewClientID()
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{
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byte userID = 1;
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while (connectedClients.Any(c => c.ID == userID))
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{
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userID++;
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}
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return userID;
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}
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public bool StartGameClicked(GUIButton button, object obj)
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public bool StartGameClicked(GUIButton button, object obj)
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{
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{
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Submarine selectedSub = null;
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Submarine selectedSub = null;
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@@ -13,6 +13,8 @@ namespace Barotrauma.Networking
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public NetConnection Connection;
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public NetConnection Connection;
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public int Nonce;
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public int Nonce;
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public int failedAttempts;
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public float AuthTimer;
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public float AuthTimer;
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public UnauthenticatedClient(NetConnection connection, int nonce)
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public UnauthenticatedClient(NetConnection connection, int nonce)
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@@ -21,6 +23,8 @@ namespace Barotrauma.Networking
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Nonce = nonce;
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Nonce = nonce;
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AuthTimer = 5.0f;
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AuthTimer = 5.0f;
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failedAttempts = 0;
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}
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}
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}
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}
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@@ -28,5 +32,163 @@ namespace Barotrauma.Networking
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{
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{
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List<UnauthenticatedClient> unauthenticatedClients = new List<UnauthenticatedClient>();
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List<UnauthenticatedClient> unauthenticatedClients = new List<UnauthenticatedClient>();
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private void ClientPasswordRequest(NetConnection conn)
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{
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//client wants to know if server requires password
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if (ConnectedClients.Count > MaxPlayers)
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{
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//server is full, can't allow new connection
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conn.Disconnect("Server full");
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}
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if (ConnectedClients.Find(c => c.Connection == conn) != null)
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{
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//this client has already been authenticated
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return;
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}
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UnauthenticatedClient unauthClient = unauthenticatedClients.Find(uc => uc.Connection == conn);
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if (unauthClient == null)
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{
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//new client, generate nonce and add to unauth queue
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int nonce = CryptoRandom.Instance.Next();
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unauthClient = new UnauthenticatedClient(conn, nonce);
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unauthenticatedClients.Add(unauthClient);
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}
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//if the client is already in the queue, getting another unauth request means that our response was lost; resend
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NetOutgoingMessage nonceMsg = server.CreateMessage();
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if (string.IsNullOrEmpty(password))
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{
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nonceMsg.Write(false); //false = no password
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}
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else
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{
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nonceMsg.Write(true); //true = password
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nonceMsg.Write(unauthClient.Nonce); //here's nonce, encrypt with this
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}
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server.SendMessage(nonceMsg, conn, NetDeliveryMethod.Unreliable);
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}
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private void ClientInitialize(NetIncomingMessage inc)
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{
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if (ConnectedClients.Find(c => c.Connection == inc.SenderConnection) != null)
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{
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//this client was already authenticated
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//another init request means they didn't get any update packets yet
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return;
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}
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UnauthenticatedClient unauthClient = unauthenticatedClients.Find(uc => uc.Connection == inc.SenderConnection);
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if (unauthClient == null)
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{
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//client did not ask for nonce first, can't authorize
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inc.SenderConnection.Disconnect("Client did not properly request authentication.");
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return;
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}
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if (!string.IsNullOrEmpty(password))
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{
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//decrypt message and compare password
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string saltedPw = password;
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saltedPw = saltedPw + Convert.ToString(unauthClient.Nonce);
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saltedPw = Encoding.UTF8.GetString(NetUtility.ComputeSHAHash(Encoding.UTF8.GetBytes(saltedPw)));
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NetEncryption algo = new NetXtea(server, saltedPw);
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inc.Decrypt(algo);
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string clPw = inc.ReadString();
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if (clPw != saltedPw)
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{
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unauthClient.failedAttempts++;
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if (unauthClient.failedAttempts > 3)
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{
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//disconnect after too many failed attempts
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unauthClient.Connection.Disconnect("Too many failed login attempts.");
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unauthenticatedClients.Remove(unauthClient);
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unauthClient = null;
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return;
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}
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else
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{
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//not disconnecting the player here, because they'll still use the same connection and nonce if they try logging in again
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NetOutgoingMessage reject = server.CreateMessage();
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reject.Write((byte)ServerPacketHeader.AUTH_FAILURE);
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reject.Write("Wrong password!");
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server.SendMessage(reject, unauthClient.Connection, NetDeliveryMethod.Unreliable);
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return;
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}
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}
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}
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string clVersion = inc.ReadString();
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string clPackageName = inc.ReadString();
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string clPackageHash = inc.ReadString();
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if (clVersion != GameMain.Version.ToString())
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{
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inc.SenderConnection.Disconnect("Version " + GameMain.Version + " required to connect to the server (Your version: " + clVersion + ")");
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unauthenticatedClients.Remove(unauthClient);
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unauthClient = null;
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DebugConsole.NewMessage(name + " couldn't join the server (wrong game version)", Color.Red);
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return;
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}
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if (clPackageName != GameMain.SelectedPackage.Name)
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{
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inc.SenderConnection.Disconnect("Your content package (" + clPackageName + ") doesn't match the server's version (" + GameMain.SelectedPackage.Name + ")");
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unauthenticatedClients.Remove(unauthClient);
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unauthClient = null;
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DebugConsole.NewMessage(name + " couldn't join the server (wrong content package name)", Color.Red);
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return;
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}
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if (clPackageHash != GameMain.SelectedPackage.MD5hash.Hash)
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{
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unauthClient.Connection.Disconnect("Your content package (MD5: " + clPackageHash + ") doesn't match the server's version (MD5: " + GameMain.SelectedPackage.MD5hash.Hash + ")");
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unauthenticatedClients.Remove(unauthClient);
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unauthClient = null;
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DebugConsole.NewMessage(name + " couldn't join the server (wrong content package hash)", Color.Red);
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return;
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}
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string clName = Client.SanitizeName(inc.ReadString());
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if (string.IsNullOrWhiteSpace(clName))
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{
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unauthClient.Connection.Disconnect("You need a name.");
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unauthenticatedClients.Remove(unauthClient);
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unauthClient = null;
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return;
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}
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if (!Client.IsValidName(name))
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{
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unauthClient.Connection.Disconnect("Your name contains illegal symbols.");
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unauthenticatedClients.Remove(unauthClient);
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unauthClient = null;
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return;
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}
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Client nameTaken = ConnectedClients.Find(c => c.name.ToLower() == clName.ToLower());
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if (nameTaken != null)
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{
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if (nameTaken.Connection.RemoteEndPoint.Address.ToString() == inc.SenderEndPoint.Address.ToString())
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{
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//both name and IP address match, replace this player's connection
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nameTaken.Connection.Disconnect("Your session was taken by a new connection on the same IP address.");
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nameTaken.Connection = unauthClient.Connection;
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unauthenticatedClients.Remove(unauthClient);
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unauthClient = null;
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return;
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}
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else
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{
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//can't authorize this client
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unauthClient.Connection.Disconnect("That name is taken.");
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unauthenticatedClients.Remove(unauthClient);
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unauthClient = null;
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return;
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}
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}
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//new client
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Client newClient = new Client(clName, GetNewClientID());
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newClient.Connection = unauthClient.Connection;
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unauthenticatedClients.Remove(unauthClient);
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unauthClient = null;
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return;
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}
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}
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}
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}
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}
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@@ -9,6 +9,23 @@ using Barotrauma.Items.Components;
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namespace Barotrauma.Networking
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namespace Barotrauma.Networking
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{
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{
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enum ClientPacketHeader
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{
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REQUEST_AUTH, //ask the server if a password is needed, if so we'll get nonce for encryption
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REQUEST_INIT, //ask the server to give you initialization
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UPDATE_LOBBY, //update state in lobby
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UPDATE_INGAME_ALIVE, //update state ingame while alive (allow character input)
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UPDATE_INGAME_SPECTATING, //update state ingame while spectating/dead
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}
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enum ServerPacketHeader
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{
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AUTH_RESPONSE, //tell the player if they require a password to log in
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AUTH_FAILURE, //the server won't authorize player yet, however connection is still alive
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UPDATE_LOBBY, //update state in lobby (votes and chat messages)
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UPDATE_INGAME_ALIVE, //update state ingame while alive (character input and chat messages)
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UPDATE_INGAME_SPECTATING, //update state ingame while spectating/dead (chat messages)
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}
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enum VoteType
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enum VoteType
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{
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{
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Unknown,
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Unknown,
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