Netcode: Identify controller client via a secret key

The 'controller' of an MP game (the host in general, though dedicated
servers would change that) is currently whoever first tells the server
that it is. This can be abused since it relies on trusting the clients.

This changes that logic: the server defines a 'controller secret', and
the first client to sent the correct controller secret is the
controller. This is safe assuming the secret is unknowable enough (the
current solution wouldn't pass strict cryptography tests, but it's
likely good enough).

Reverts 1a3fb29ff3, which introduced the 'trust the clients' mechanic,
as a change over 'the first local IP is controller'.

Necessary step towards dedicated server, if we want to use the regular
gamesetup (Refs #3556)

Differential Revision: https://code.wildfiregames.com/D3075
This was SVN commit r24952.
This commit is contained in:
wraitii
2021-02-27 17:44:59 +00:00
parent 32c3f4fb90
commit 113fefeeb7
14 changed files with 110 additions and 73 deletions
+32 -11
View File
@@ -137,7 +137,7 @@ CNetServerWorker::CNetServerWorker(bool useLobbyAuth, int autostartPlayers) :
m_LobbyAuth(useLobbyAuth),
m_Shutdown(false),
m_ScriptInterface(NULL),
m_NextHostID(1), m_Host(NULL), m_HostGUID(), m_Stats(NULL),
m_NextHostID(1), m_Host(NULL), m_ControllerGUID(), m_Stats(NULL),
m_LastConnectionCheck(0)
{
m_State = SERVER_STATE_UNCONNECTED;
@@ -187,6 +187,13 @@ void CNetServerWorker::SetPassword(const CStr& hashedPassword)
m_Password = hashedPassword;
}
void CNetServerWorker::SetControllerSecret(const std::string& secret)
{
m_ControllerSecret = secret;
}
bool CNetServerWorker::SetupConnection(const u16 port)
{
ENSURE(m_State == SERVER_STATE_UNCONNECTED);
@@ -714,9 +721,6 @@ void CNetServerWorker::OnUserJoin(CNetServerSession* session)
{
AddPlayer(session->GetGUID(), session->GetUserName());
if (m_HostGUID.empty() && session->IsLocalClient())
m_HostGUID = session->GetGUID();
CGameSetupMessage gameSetupMessage(GetScriptInterface());
gameSetupMessage.m_Data = m_GameAttributes;
session->SendMessage(&gameSetupMessage);
@@ -814,7 +818,7 @@ void CNetServerWorker::KickPlayer(const CStrW& playerName, const bool ban)
[&](CNetServerSession* session) { return session->GetUserName() == playerName; });
// and return if no one or the host has that name
if (it == m_Sessions.end() || (*it)->GetGUID() == m_HostGUID)
if (it == m_Sessions.end() || (*it)->GetGUID() == m_ControllerGUID)
return;
if (ban)
@@ -1110,12 +1114,23 @@ bool CNetServerWorker::OnAuthenticate(void* context, CFsmEvent* event)
session->SetUserName(username);
session->SetHostID(newHostID);
session->SetLocalClient(message->m_IsLocalClient);
CAuthenticateResultMessage authenticateResult;
authenticateResult.m_Code = isRejoining ? ARC_OK_REJOINING : ARC_OK;
authenticateResult.m_HostID = newHostID;
authenticateResult.m_Message = L"Logged in";
authenticateResult.m_IsController = 0;
if (message->m_ControllerSecret == server.m_ControllerSecret)
{
if (server.m_ControllerGUID.empty())
{
server.m_ControllerGUID = session->GetGUID();
authenticateResult.m_IsController = 1;
}
// TODO: we could probably handle having several controllers, or swapping?
}
session->SendMessage(&authenticateResult);
server.OnUserJoin(session);
@@ -1247,7 +1262,7 @@ bool CNetServerWorker::OnClearAllReady(void* context, CFsmEvent* event)
CNetServerSession* session = (CNetServerSession*)context;
CNetServerWorker& server = session->GetServer();
if (session->GetGUID() == server.m_HostGUID)
if (session->GetGUID() == server.m_ControllerGUID)
server.ClearAllPlayerReady();
return true;
@@ -1265,7 +1280,7 @@ bool CNetServerWorker::OnGameSetup(void* context, CFsmEvent* event)
if (server.m_State != SERVER_STATE_PREGAME)
return true;
if (session->GetGUID() == server.m_HostGUID)
if (session->GetGUID() == server.m_ControllerGUID)
{
CGameSetupMessage* message = (CGameSetupMessage*)event->GetParamRef();
server.UpdateGameAttributes(&(message->m_Data));
@@ -1279,7 +1294,7 @@ bool CNetServerWorker::OnAssignPlayer(void* context, CFsmEvent* event)
CNetServerSession* session = (CNetServerSession*)context;
CNetServerWorker& server = session->GetServer();
if (session->GetGUID() == server.m_HostGUID)
if (session->GetGUID() == server.m_ControllerGUID)
{
CAssignPlayerMessage* message = (CAssignPlayerMessage*)event->GetParamRef();
server.AssignPlayer(message->m_PlayerID, message->m_GUID);
@@ -1293,7 +1308,7 @@ bool CNetServerWorker::OnStartGame(void* context, CFsmEvent* event)
CNetServerSession* session = (CNetServerSession*)context;
CNetServerWorker& server = session->GetServer();
if (session->GetGUID() == server.m_HostGUID)
if (session->GetGUID() == server.m_ControllerGUID)
server.StartGame();
return true;
@@ -1413,7 +1428,7 @@ bool CNetServerWorker::OnKickPlayer(void* context, CFsmEvent* event)
CNetServerSession* session = (CNetServerSession*)context;
CNetServerWorker& server = session->GetServer();
if (session->GetGUID() == server.m_HostGUID)
if (session->GetGUID() == server.m_ControllerGUID)
{
CKickedMessage* message = (CKickedMessage*)event->GetParamRef();
server.KickPlayer(message->m_Name, message->m_Ban);
@@ -1659,6 +1674,12 @@ void CNetServer::SetPassword(const CStr& password)
m_Worker->SetPassword(password);
}
void CNetServer::SetControllerSecret(const std::string& secret)
{
std::lock_guard<std::mutex> lock(m_Worker->m_WorkerMutex);
m_Worker->SetControllerSecret(secret);
}
void CNetServer::StartGame()
{
std::lock_guard<std::mutex> lock(m_Worker->m_WorkerMutex);