Files
LuaCsForBarotraumaEP/Subsurface/Source/Networking/GameServerLogin.cs
2016-08-31 19:44:29 -03:00

196 lines
8.3 KiB
C#

using Lidgren.Network;
using Microsoft.Xna.Framework;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace Barotrauma.Networking
{
class UnauthenticatedClient
{
public NetConnection Connection;
public int Nonce;
public int failedAttempts;
public float AuthTimer;
public UnauthenticatedClient(NetConnection connection, int nonce)
{
Connection = connection;
Nonce = nonce;
AuthTimer = 5.0f;
failedAttempts = 0;
}
}
partial class GameServer : NetworkMember, IPropertyObject
{
List<UnauthenticatedClient> unauthenticatedClients = new List<UnauthenticatedClient>();
private void ClientAuthRequest(NetConnection conn)
{
//client wants to know if server requires password
if (ConnectedClients.Count >= MaxPlayers)
{
//server is full, can't allow new connection
conn.Disconnect("Server full");
}
if (ConnectedClients.Find(c => c.Connection == conn) != null)
{
//this client has already been authenticated
return;
}
UnauthenticatedClient unauthClient = unauthenticatedClients.Find(uc => uc.Connection == conn);
if (unauthClient == null)
{
//new client, generate nonce and add to unauth queue
int nonce = CryptoRandom.Instance.Next();
unauthClient = new UnauthenticatedClient(conn, nonce);
unauthenticatedClients.Add(unauthClient);
}
//if the client is already in the queue, getting another unauth request means that our response was lost; resend
NetOutgoingMessage nonceMsg = server.CreateMessage();
nonceMsg.Write((byte)ServerPacketHeader.AUTH_RESPONSE);
if (string.IsNullOrEmpty(password))
{
nonceMsg.Write(false); //false = no password
}
else
{
nonceMsg.Write(true); //true = password
nonceMsg.Write(unauthClient.Nonce); //here's nonce, encrypt with this
}
server.SendMessage(nonceMsg, conn, NetDeliveryMethod.Unreliable);
}
private void ClientInitialize(NetIncomingMessage inc)
{
if (ConnectedClients.Find(c => c.Connection == inc.SenderConnection) != null)
{
//this client was already authenticated
//another init request means they didn't get any update packets yet
return;
}
UnauthenticatedClient unauthClient = unauthenticatedClients.Find(uc => uc.Connection == inc.SenderConnection);
if (unauthClient == null)
{
//client did not ask for nonce first, can't authorize
inc.SenderConnection.Disconnect("Client did not properly request authentication.");
return;
}
if (!string.IsNullOrEmpty(password))
{
//decrypt message and compare password
string saltedPw = password;
saltedPw = saltedPw + Convert.ToString(unauthClient.Nonce);
saltedPw = Encoding.UTF8.GetString(NetUtility.ComputeSHAHash(Encoding.UTF8.GetBytes(saltedPw)));
NetEncryption algo = new NetXtea(server, saltedPw);
inc.Decrypt(algo);
string clPw = inc.ReadString();
if (clPw != saltedPw)
{
unauthClient.failedAttempts++;
if (unauthClient.failedAttempts > 3)
{
//disconnect after too many failed attempts
unauthClient.Connection.Disconnect("Too many failed login attempts.");
unauthenticatedClients.Remove(unauthClient);
unauthClient = null;
return;
}
else
{
//not disconnecting the player here, because they'll still use the same connection and nonce if they try logging in again
NetOutgoingMessage reject = server.CreateMessage();
reject.Write((byte)ServerPacketHeader.AUTH_FAILURE);
reject.Write("Wrong password!");
server.SendMessage(reject, unauthClient.Connection, NetDeliveryMethod.Unreliable);
return;
}
}
}
string clVersion = inc.ReadString();
string clPackageName = inc.ReadString();
string clPackageHash = inc.ReadString();
if (clVersion != GameMain.Version.ToString())
{
inc.SenderConnection.Disconnect("Version " + GameMain.Version + " required to connect to the server (Your version: " + clVersion + ")");
unauthenticatedClients.Remove(unauthClient);
unauthClient = null;
DebugConsole.NewMessage(name + " couldn't join the server (wrong game version)", Color.Red);
return;
}
if (clPackageName != GameMain.SelectedPackage.Name)
{
inc.SenderConnection.Disconnect("Your content package (" + clPackageName + ") doesn't match the server's version (" + GameMain.SelectedPackage.Name + ")");
unauthenticatedClients.Remove(unauthClient);
unauthClient = null;
DebugConsole.NewMessage(name + " couldn't join the server (wrong content package name)", Color.Red);
return;
}
if (clPackageHash != GameMain.SelectedPackage.MD5hash.Hash)
{
unauthClient.Connection.Disconnect("Your content package (MD5: " + clPackageHash + ") doesn't match the server's version (MD5: " + GameMain.SelectedPackage.MD5hash.Hash + ")");
unauthenticatedClients.Remove(unauthClient);
unauthClient = null;
DebugConsole.NewMessage(name + " couldn't join the server (wrong content package hash)", Color.Red);
return;
}
string clName = Client.SanitizeName(inc.ReadString());
if (string.IsNullOrWhiteSpace(clName))
{
unauthClient.Connection.Disconnect("You need a name.");
unauthenticatedClients.Remove(unauthClient);
unauthClient = null;
return;
}
if (!Client.IsValidName(name))
{
unauthClient.Connection.Disconnect("Your name contains illegal symbols.");
unauthenticatedClients.Remove(unauthClient);
unauthClient = null;
return;
}
Client nameTaken = ConnectedClients.Find(c => c.name.ToLower() == clName.ToLower());
if (nameTaken != null)
{
if (nameTaken.Connection.RemoteEndPoint.Address.ToString() == inc.SenderEndPoint.Address.ToString())
{
//both name and IP address match, replace this player's connection
nameTaken.Connection.Disconnect("Your session was taken by a new connection on the same IP address.");
nameTaken.Connection = unauthClient.Connection;
unauthenticatedClients.Remove(unauthClient);
unauthClient = null;
return;
}
else
{
//can't authorize this client
unauthClient.Connection.Disconnect("That name is taken.");
unauthenticatedClients.Remove(unauthClient);
unauthClient = null;
return;
}
}
//new client
Client newClient = new Client(clName, GetNewClientID());
newClient.Connection = unauthClient.Connection;
unauthenticatedClients.Remove(unauthClient);
unauthClient = null;
return;
}
}
}