Пример #1
0
void CNetServer::SendMsgs(NETADDR &Addr, const CMsgPacker *Msgs[], int num)
{
	CNetPacketConstruct m_Construct;
	mem_zero(&m_Construct, sizeof(m_Construct));
	unsigned char *pChunkData = &m_Construct.m_aChunkData[m_Construct.m_DataSize];

	for (int i = 0; i < num; i++)
	{
		const CMsgPacker *pMsg = Msgs[i];
		CNetChunkHeader Header;
		Header.m_Flags = NET_CHUNKFLAG_VITAL;
		Header.m_Size = pMsg->Size();
		Header.m_Sequence = i+1;
		pChunkData = Header.Pack(pChunkData);
		mem_copy(pChunkData, pMsg->Data(), pMsg->Size());
		*((unsigned char*)pChunkData) <<= 1;
		*((unsigned char*)pChunkData) |= 1;
		pChunkData += pMsg->Size();
		m_Construct.m_NumChunks++;
	}

	//
	m_Construct.m_DataSize = (int)(pChunkData-m_Construct.m_aChunkData);
	CNetBase::SendPacket(m_Socket, &Addr, &m_Construct, NET_SECURITY_TOKEN_UNSUPPORTED);
}
Пример #2
0
int CNetConnection::QueueChunkEx(int Flags, int DataSize, const void *pData, int Sequence)
{
    if (m_State == NET_CONNSTATE_OFFLINE || m_State == NET_CONNSTATE_ERROR)
        return -1;

    unsigned char *pChunkData;

    // check if we have space for it, if not, flush the connection
    if(m_Construct.m_DataSize + DataSize + NET_MAX_CHUNKHEADERSIZE > (int)sizeof(m_Construct.m_aChunkData) - (int)sizeof(SECURITY_TOKEN))
        Flush();

    // pack all the data
    CNetChunkHeader Header;
    Header.m_Flags = Flags;
    Header.m_Size = DataSize;
    Header.m_Sequence = Sequence;
    pChunkData = &m_Construct.m_aChunkData[m_Construct.m_DataSize];
    pChunkData = Header.Pack(pChunkData);
    mem_copy(pChunkData, pData, DataSize);
    pChunkData += DataSize;

    //
    m_Construct.m_NumChunks++;
    m_Construct.m_DataSize = (int)(pChunkData-m_Construct.m_aChunkData);

    // set packet flags aswell

    if(Flags&NET_CHUNKFLAG_VITAL && !(Flags&NET_CHUNKFLAG_RESEND))
    {
        // save packet if we need to resend
        CNetChunkResend *pResend = m_Buffer.Allocate(sizeof(CNetChunkResend)+DataSize);
        if(pResend)
        {
            pResend->m_Sequence = Sequence;
            pResend->m_Flags = Flags;
            pResend->m_DataSize = DataSize;
            pResend->m_pData = (unsigned char *)(pResend+1);
            pResend->m_FirstSendTime = time_get();
            pResend->m_LastSendTime = pResend->m_FirstSendTime;
            mem_copy(pResend->m_pData, pData, DataSize);
        }
        else
        {
            // out of buffer, don't save the packet and hope nobody will ask for resend
            return -1;
        }
    }

    return 0;
}
Пример #3
0
int CNetConnection::QueueChunkEx(int Flags, int DataSize, const void *pData, int Sequence)
{
	unsigned char *pChunkData;
	
	// check if we have space for it, if not, flush the connection
	if(m_Construct.m_DataSize + DataSize + NET_MAX_CHUNKHEADERSIZE > (int)sizeof(m_Construct.m_aChunkData))
		Flush();

	// pack all the data
	CNetChunkHeader Header;
	Header.m_Flags = Flags;
	Header.m_Size = DataSize;
	Header.m_Sequence = Sequence;
	pChunkData = &m_Construct.m_aChunkData[m_Construct.m_DataSize];
	pChunkData = Header.Pack(pChunkData);
	mem_copy(pChunkData, pData, DataSize);
	pChunkData += DataSize;

	//
	m_Construct.m_NumChunks++;
	m_Construct.m_DataSize = (int)(pChunkData-m_Construct.m_aChunkData);
	
	// set packet flags aswell
	
	if(Flags&NET_CHUNKFLAG_VITAL && !(Flags&NET_CHUNKFLAG_RESEND))
	{
		// save packet if we need to resend
		CNetChunkResend *pResend = m_Buffer.Allocate(sizeof(CNetChunkResend)+DataSize);
		if(pResend)
		{
			pResend->m_Sequence = Sequence;
			pResend->m_Flags = Flags;
			pResend->m_DataSize = DataSize;
			pResend->m_pData = (unsigned char *)(pResend+1);
			pResend->m_FirstSendTime = time_get();
			pResend->m_LastSendTime = pResend->m_FirstSendTime;
			mem_copy(pResend->m_pData, pData, DataSize);
		}
		else
		{
			// out of buffer
			Disconnect("too weak connection (out of buffer)");
			return -1;
		}
	}

	return 0;
}
Пример #4
0
// connection-less msg packet without token-support
void CNetServer::OnPreConnMsg(NETADDR &Addr, CNetPacketConstruct &Packet)
{
	bool IsCtrl = Packet.m_Flags&NET_PACKETFLAG_CONTROL;
	int CtrlMsg = m_RecvUnpacker.m_Data.m_aChunkData[0];

	// log flooding
	//TODO: remove
	if (g_Config.m_Debug)
	{
		int64 Now = time_get();

		if (Now - m_TimeNumConAttempts > time_freq())
			// reset
			m_NumConAttempts = 0;

		m_NumConAttempts++;

		if (m_NumConAttempts > 100)
		{
			dbg_msg("security", "flooding detected");

			m_TimeNumConAttempts = Now;
			m_NumConAttempts = 0;
		}
	}


	if (IsCtrl && CtrlMsg == NET_CTRLMSG_CONNECT)
	{
		if (g_Config.m_SvVanillaAntiSpoof && g_Config.m_Password[0] == '\0')
		{
			// detect flooding
			int64 Now = time_get();
			if(Now <= m_VConnFirst + time_freq())
			{
				m_VConnNum++;
			}
			else
			{
				m_VConnHighLoad = m_VConnNum > g_Config.m_SvVanConnPerSecond;
				m_VConnNum = 1;
				m_VConnFirst = Now;
			}

			bool Flooding = m_VConnNum > g_Config.m_SvVanConnPerSecond || m_VConnHighLoad;

			if (g_Config.m_Debug && Flooding)
			{
				dbg_msg("security", "vanilla connection flooding detected");
			}

			// simulate accept
			SendControl(Addr, NET_CTRLMSG_CONNECTACCEPT, NULL, 0, NET_SECURITY_TOKEN_UNSUPPORTED);

			// Begin vanilla compatible token handshake
			// The idea is to pack a security token in the gametick
			// parameter of NETMSG_SNAPEMPTY. The Client then will
			// return the token/gametick in NETMSG_INPUT, allowing
			// us to validate the token.
			// https://github.com/eeeee/ddnet/commit/b8e40a244af4e242dc568aa34854c5754c75a39a

			// Before we can send NETMSG_SNAPEMPTY, the client needs
			// to load a map, otherwise it might crash. The map
			// should be as small as is possible and directly available
			// to the client. Therefore a dummy map is sent in the same
			// packet. To reduce the traffic we'll fallback to a default
			// map if there are too many connection attempts at once.

			// send mapchange + map data + con_ready + 3 x empty snap (with token)
			CMsgPacker MapChangeMsg(NETMSG_MAP_CHANGE);

			if (Flooding)
			{
				// Fallback to dm1
				MapChangeMsg.AddString("dm1", 0);
				MapChangeMsg.AddInt(0xf2159e6e);
				MapChangeMsg.AddInt(5805);
			}
			else
			{
				// dummy map
				MapChangeMsg.AddString("dummy", 0);
				MapChangeMsg.AddInt(DummyMapCrc);
				MapChangeMsg.AddInt(sizeof(g_aDummyMapData));
			}

			CMsgPacker MapDataMsg(NETMSG_MAP_DATA);

			if (Flooding)
			{
				// send empty map data to keep 0.6.4 support
				MapDataMsg.AddInt(1); // last chunk
				MapDataMsg.AddInt(0); // crc
				MapDataMsg.AddInt(0); // chunk index
				MapDataMsg.AddInt(0); // map size
				MapDataMsg.AddRaw(NULL, 0); // map data
			}
			else
			{
				// send dummy map data
				MapDataMsg.AddInt(1); // last chunk
				MapDataMsg.AddInt(DummyMapCrc); // crc
				MapDataMsg.AddInt(0); // chunk index
				MapDataMsg.AddInt(sizeof(g_aDummyMapData)); // map size
				MapDataMsg.AddRaw(g_aDummyMapData, sizeof(g_aDummyMapData)); // map data
			}

			CMsgPacker ConReadyMsg(NETMSG_CON_READY);

			CMsgPacker SnapEmptyMsg(NETMSG_SNAPEMPTY);
			SECURITY_TOKEN SecurityToken = GetVanillaToken(Addr);
			SnapEmptyMsg.AddInt((int)SecurityToken);
			SnapEmptyMsg.AddInt((int)SecurityToken + 1);

			// send all chunks/msgs in one packet
			const CMsgPacker *Msgs[] = {&MapChangeMsg, &MapDataMsg, &ConReadyMsg,
										&SnapEmptyMsg, &SnapEmptyMsg, &SnapEmptyMsg};
			SendMsgs(Addr, Msgs, 6);
		}
		else
		{
			// accept client directly
			SendControl(Addr, NET_CTRLMSG_CONNECTACCEPT, NULL, 0, NET_SECURITY_TOKEN_UNSUPPORTED);

			TryAcceptClient(Addr, NET_SECURITY_TOKEN_UNSUPPORTED);
		}
	}
	else if(!IsCtrl && g_Config.m_SvVanillaAntiSpoof && g_Config.m_Password[0] == '\0')
	{
		CNetChunkHeader h;

		unsigned char *pData = Packet.m_aChunkData;
		pData = h.Unpack(pData);
		CUnpacker Unpacker;
		Unpacker.Reset(pData, h.m_Size);
		int Msg = Unpacker.GetInt() >> 1;

		if (Msg == NETMSG_INPUT)
		{
			SECURITY_TOKEN SecurityToken = Unpacker.GetInt();
			if (SecurityToken == GetVanillaToken(Addr))
			{
				if (g_Config.m_Debug)
					dbg_msg("security", "new client (vanilla handshake)");
				// try to accept client skipping auth state
				TryAcceptClient(Addr, NET_SECURITY_TOKEN_UNSUPPORTED, true);
			}
			else if (g_Config.m_Debug)
				dbg_msg("security", "invalid token (vanilla handshake)");

		}
		else
		{
			if (g_Config.m_Debug)
			{
				dbg_msg("security", "invalid preconn msg %d", Msg);
			}
		}
	}