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Additional entropy when hashing match passwords.
The purpose of our client-side hashing for lobby game passwords is to prevent malicious hosts from getting valuable passwords from clients (e.g. accidentally typing their lobby password instead of the game, or even their email password, etc). However, the hashing was deterministic (and rather simple), making it possible to compute rainbow tables and recover user passwords anyways. By adding more variation, including some that cannot so easily be controlled by the host (the client name), this becomes impractical. The password hashing function used is rather fast, but given the base low probability of mistypes, this seems fine. Differential Revision: https://code.wildfiregames.com/D3459 This was SVN commit r25459.
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@@ -28,8 +28,11 @@
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#include "network/NetServer.h"
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#include "network/StunClient.h"
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#include "ps/CLogger.h"
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#include "ps/CStr.h"
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#include "ps/Game.h"
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#include "ps/GUID.h"
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#include "ps/Hashing.h"
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#include "ps/Pyrogenesis.h"
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#include "ps/Util.h"
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#include "scriptinterface/FunctionWrapper.h"
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#include "scriptinterface/StructuredClone.h"
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@@ -59,36 +62,6 @@ bool HasNetClient()
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return !!g_NetClient;
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}
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CStr HashPassword(const CStr& password)
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{
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if (password.empty())
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return password;
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ENSURE(sodium_init() >= 0);
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const int DIGESTSIZE = crypto_hash_sha256_BYTES;
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constexpr int ITERATIONS = 1737;
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cassert(DIGESTSIZE == 32);
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static const unsigned char salt_base[DIGESTSIZE] = {
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244, 243, 249, 244, 32, 33, 19, 35, 16, 11, 12, 13, 14, 15, 16, 17,
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18, 19, 20, 32, 33, 244, 224, 127, 129, 130, 140, 153, 88, 123, 234, 123 };
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// initialize the salt buffer
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unsigned char salt_buffer[DIGESTSIZE] = { 0 };
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crypto_hash_sha256_state state;
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crypto_hash_sha256_init(&state);
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crypto_hash_sha256_update(&state, salt_base, sizeof(salt_base));
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crypto_hash_sha256_final(&state, salt_buffer);
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// PBKDF2 to create the buffer
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unsigned char encrypted[DIGESTSIZE];
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pbkdf2(encrypted, (unsigned char*)password.c_str(), password.length(), salt_buffer, DIGESTSIZE, ITERATIONS);
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return CStr(Hexify(encrypted, DIGESTSIZE)).UpperCase();
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}
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void StartNetworkHost(const ScriptRequest& rq, const CStrW& playerName, const u16 serverPort, bool useSTUN, const CStr& password)
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{
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ENSURE(!g_NetClient);
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@@ -125,18 +98,38 @@ void StartNetworkHost(const ScriptRequest& rq, const CStrW& playerName, const u1
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// Generate a secret to identify the host client.
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std::string secret = ps_generate_guid();
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// We will get hashed password from clients, so hash it once for server
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CStr hashedPass = HashPassword(password);
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g_NetServer->SetPassword(hashedPass);
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g_NetServer->SetControllerSecret(secret);
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g_Game = new CGame(true);
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g_NetClient = new CNetClient(g_Game);
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g_NetClient->SetUserName(playerName);
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if (hasLobby)
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g_NetClient->SetHostJID(g_XmppClient->GetJID());
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g_NetClient->SetGamePassword(hashedPass);
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{
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CStr hostJID = g_XmppClient->GetJID();
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/**
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* Password security - we want 0 A.D. to protect players from malicious hosts. We assume that clients
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* might mistakenly send a personal password instead of the game password (e.g. enter their mail account's password on autopilot).
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* Malicious dedicated servers might be set up to farm these failed logins and possibly obtain user credentials.
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* Therefore, we hash the passwords on the client side before sending them to the server.
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* This still makes the passwords potentially recoverable, but makes it much harder at scale.
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* To prevent the creation of rainbow tables, hash with:
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* - the host name
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* - the client name (this makes rainbow tables completely unworkable unless a specific user is targeted,
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* but that would require both computing the matching rainbow table _and_ for that specific user to mistype a personal password,
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* at which point we assume the attacker would/could probably just rather use another means of obtaining the password).
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* - the password itself
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* - the engine version (so that the hashes change periodically)
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* TODO: it should be possible to implement SRP or something along those lines to completely protect from this,
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* but the cost/benefit ratio is probably not worth it.
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*/
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CStr hashedPass = HashCryptographically(password, hostJID + password + engine_version);
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g_NetServer->SetPassword(hashedPass);
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g_NetClient->SetHostJID(hostJID);
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g_NetClient->SetGamePassword(hashedPass);
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}
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g_NetClient->SetupServerData("127.0.0.1", serverPort, false);
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g_NetClient->SetControllerSecret(secret);
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@@ -179,13 +172,13 @@ void StartNetworkJoinLobby(const CStrW& playerName, const CStr& hostJID, const C
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ENSURE(!g_NetServer);
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ENSURE(!g_Game);
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CStr hashedPass = HashPassword(password);
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CStr hashedPass = HashCryptographically(password, hostJID + password + engine_version);
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g_Game = new CGame(true);
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g_NetClient = new CNetClient(g_Game);
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g_NetClient->SetUserName(playerName);
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g_NetClient->SetHostJID(hostJID);
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g_NetClient->SetGamePassword(hashedPass);
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g_XmppClient->SendIqGetConnectionData(hostJID, hashedPass.c_str(), false);
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g_NetClient->SetupConnectionViaLobby();
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}
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void DisconnectNetworkGame()
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