Files
RobustToolbox/Robust.Shared/Network/NetManager.ServerAuth.cs
Paul Ritter 80f9f24243 Serialization v3 aka constant suffering (#1606)
* oops

* fixes serialization il

* copytest

* typo & misc fixes

* 139 moment

* boxing

* mesa dum

* stuff

* goodbye bad friend

* last commit before the big (4) rewrite

* adds datanodes

* kills yamlobjserializer in favor of the new system

* adds more serializers, actually implements them & removes most of the last of the old system

* changed yamlfieldattribute namespace

* adds back iselfserialize

* refactors consts&flags

* renames everything to data(field/definition)

* adds afterserialization

* help

* dataclassgen

* fuggen help me mannen

* Fix most errors on content

* Fix engine errors except map loader

* maploader & misc fix

* misc fixes

* thing

* help

* refactors datanodes

* help me mannen

* Separate ITypeSerializer into reader and writer

* Convert all type serializers

* priority

* adds alot

* il fixes

* adds robustgen

* argh

* adds array & enum serialization

* fixes dataclasses

* adds vec2i / misc fixes

* fixes inheritance

* a very notcursed todo

* fixes some custom dataclasses

* push dis

* Remove data classes

* boutta box

* yes

* Add angle and regex serializer tests

* Make TypeSerializerTest abstract

* sets up ioc etc

* remove pushinheritance

* fixes

* Merge fixes, fix yaml hot reloading

* General fixes2

* Make enum serialization ignore case

* Fix the tag not being copied in data nodes

* Fix not properly serializing flag enums

* Fix component serialization on startup

* Implement ValueDataNode ToString

* Serialization IL fixes, fix return and string equality

* Remove async from prototype manager

* Make serializing unsupported node as enum exception more descriptive

* Fix serv3 tryread casting to serializer instead of reader

* Add constructor for invalid node type exception

* Temporary fix for SERV3: Turn populate delegate into regular code

* Fix not copying the data of non primitive types

* Fix not using the data definition found in copying

* Make ISerializationHooks require explicit implementations

* Add test for serialization inheritance

* Improve IsOverridenIn method

* Fix error message when a data definition is null

* Add method to cast a read value in Serv3Manager

* Rename IServ3Manager to ISerializationManager

* Rename usages of serv3manager, add generic copy method

* Fix IL copy method lookup

* Rename old usages of serv3manager

* Add ITypeCopier

* resistance is futile

* we will conquer this codebase

* Add copy method to all serializers

* Make primitive mismatch error message more descriptive

* bing bong im going to freacking heck

* oopsie moment

* hello are you interested in my wares

* does generic serializers under new architecture

* Convert every non generic serializer to the new format, general fixes

* Update usgaes of generic serializers, cleanup

* does some pushinheritance logic

* finishes pushinheritance FRAMEWORK

* shed

* Add box2, color and component registry serializer tests

* Create more deserialized types and store prototypes with their deserialized results

* Fixes and serializer updates

* Add serialization manager extensions

* adds pushinheritance

* Update all prototypes to have a parent and have consistent id/parent properties

* Fix grammar component serialization

* Add generic serializer tests

* thonk

* Add array serializer test

* Replace logger warning calls with exceptions

* fixes

* Move redundant methods to serialization manager extensions, cleanup

* Add array serialization

* fixes context

* more fixes

* argh

* inheritance

* this should do it

* fixes

* adds copiers & fixes some stuff

* copiers use context v1

* finishing copy context

* more context fixes

* Test fixes

* funky maps

* Fix server user interface component serialization

* Fix value tuple serialization

* Add copying for value types and arrays. Fix copy internal for primitives, enums and strings

* fixes

* fixes more stuff

* yes

* Make abstract/interface skips debugs instead of warnings

* Fix typo

* Make some dictionaries readonly

* Add checks for the serialization manager initializing and already being initialized

* Add base type required and usage for MeansDataDefinition and ImplicitDataDefinitionForInheritorsAttribute

* copy by ref

* Fix exception wording

* Update data field required summary with the new forbidden docs

* Use extension in map loader

* wanna erp

* Change serializing to not use il temporarily

* Make writing work with nullable types

* pushing

* check

* cuddling slaps HARD

* Add serialization priority test

* important fix

* a serialization thing

* serializer moment

* Add validation for some type serializers

* adds context

* moar context

* fixes

* Do the thing for appearance

* yoo lmao

* push haha pp

* Temporarily make copy delegate regular c# code

* Create deserialized component registry to handle not inheriting conflicting references

* YAML LINTER BABY

* ayes

* Fix sprite component norot not being default true like in latest master

* Remove redundant todos

* Add summary doc to every ISerializationManager method

* icon fixes

* Add skip hook argument to readers and copiers

* Merge fixes

* Fix ordering of arguments in read and copy reflection call

* Fix user interface components deserialization

* pew pew

* i am going to HECK

* Add MustUseReturnValue to copy-over methods

* Make serialization log calls use the same sawmill

* gamin

* Fix doc errors in ISerializationManager.cs

* goodbye brave soldier

* fixes

* WIP merge fixes and entity serialization

* aaaaaaaaaaaaaaa

* aaaaaaaaaaaaaaa

* adds inheritancebehaviour

* test/datafield fixes

* forgot that one

* adds more verbose validation

* This fixes the YAML hot reloading

* Replace yield break with Enumerable.Empty

* adds copiers

* aaaaaaaaaaaaa

* array fix
priority fix
misc fixes

* fix(?)

* fix.

* funny map serialization (wip)

* funny map serialization (wip)

* Add TODO

* adds proper info the validation

* Make yaml linter 5 times faster (~80% less execution time)

* Improves the error message for missing fields in the linter

* Include component name in unknown component type error node

* adds alwaysrelevant usa

* fixes mapsaving

* moved surpressor to analyzers proj

* warning cleanup & moves surpressor

* removes old msbuild targets

* Revert "Make yaml linter 5 times faster (~80% less execution time)"

This reverts commit 2ee4cc2c26.

* Add serialization to RobustServerSimulation and mock reflection methods
Fixes container tests

* Fix nullability warnings

* Improve yaml linter message feedback

* oops moment

* Add IEquatable, IComparable, ToString and operators to DataPosition
Rename it to NodeMark
Make it a readonly struct

* Remove try catch from enum parsing

* Make dependency management in serialization less bad

* Make dependencies an argument instead of a property on the serialization manager

* Clean up type serializers

* Improve validation messages and resourc epath checking

* Fix sprite error message

* reached perfection

Co-authored-by: Paul <ritter.paul1+git@googlemail.com>
Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
Co-authored-by: Vera Aguilera Puerto <zddm@outlook.es>
2021-03-04 15:59:14 -08:00

322 lines
12 KiB
C#

using System;
using System.Linq;
using System.Net;
using System.Net.Http;
using System.Security.Cryptography;
using System.Threading.Tasks;
using Lidgren.Network;
using Newtonsoft.Json;
using Robust.Shared.Log;
using Robust.Shared.Network.Messages;
using Robust.Shared.Network.Messages.Handshake;
using Robust.Shared.Utility;
using UsernameHelpers = Robust.Shared.AuthLib.UsernameHelpers;
namespace Robust.Shared.Network
{
partial class NetManager
{
private const int RsaKeySize = 2048;
private RSA? _authRsaPrivateKey;
public byte[]? RsaPublicKey { get; private set; }
public AuthMode Auth { get; private set; }
public Func<string, Task<NetUserId?>>? AssignUserIdCallback { get; set; }
public IServerNetManager.NetApprovalDelegate? HandleApprovalCallback { get; set; }
private void SAGenerateRsaKeys()
{
_authRsaPrivateKey = RSA.Create(RsaKeySize);
RsaPublicKey = _authRsaPrivateKey.ExportRSAPublicKey();
/*
Logger.DebugS("auth", "Private RSA key is {0}",
Convert.ToBase64String(_authRsaPrivateKey.ExportRSAPrivateKey()));
*/
Logger.DebugS("auth", "Public RSA key is {0}", Convert.ToBase64String(RsaPublicKey));
}
private async void HandleHandshake(NetPeerData peer, NetConnection connection)
{
try
{
var incPacket = await AwaitData(connection);
var msgLogin = new MsgLoginStart();
msgLogin.ReadFromBuffer(incPacket);
var ip = connection.RemoteEndPoint.Address;
var isLocal = IPAddress.IsLoopback(ip) && _config.GetCVar(CVars.AuthAllowLocal);
var canAuth = msgLogin.CanAuth;
var needPk = msgLogin.NeedPubKey;
var authServer = _config.GetCVar(CVars.AuthServer);
if (Auth == AuthMode.Required && !isLocal)
{
if (!canAuth)
{
connection.Disconnect("Connecting to this server requires authentication");
return;
}
}
NetEncryption? encryption = null;
NetUserData userData;
LoginType type;
var padSuccessMessage = true;
if (canAuth && Auth != AuthMode.Disabled)
{
var verifyToken = new byte[4];
RandomNumberGenerator.Fill(verifyToken);
var msgEncReq = new MsgEncryptionRequest
{
PublicKey = needPk ? RsaPublicKey : Array.Empty<byte>(),
VerifyToken = verifyToken
};
var outMsgEncReq = peer.Peer.CreateMessage();
outMsgEncReq.Write(false);
outMsgEncReq.WritePadBits();
msgEncReq.WriteToBuffer(outMsgEncReq);
peer.Peer.SendMessage(outMsgEncReq, connection, NetDeliveryMethod.ReliableOrdered);
incPacket = await AwaitData(connection);
var msgEncResponse = new MsgEncryptionResponse();
msgEncResponse.ReadFromBuffer(incPacket);
byte[] verifyTokenCheck;
byte[] sharedSecret;
try
{
verifyTokenCheck = _authRsaPrivateKey!.Decrypt(
msgEncResponse.VerifyToken,
RSAEncryptionPadding.OaepSHA256);
sharedSecret = _authRsaPrivateKey!.Decrypt(
msgEncResponse.SharedSecret,
RSAEncryptionPadding.OaepSHA256);
}
catch (CryptographicException)
{
// Launcher gives the client the public RSA key of the server BUT
// that doesn't persist if the server restarts.
// In that case, the decrypt can fail here.
connection.Disconnect(
"Token decryption failed.\nPlease reconnect to this server from the launcher.");
return;
}
if (!verifyToken.SequenceEqual(verifyTokenCheck))
{
connection.Disconnect("Verify token is invalid");
return;
}
encryption = new NetAESEncryption(peer.Peer, sharedSecret, 0, sharedSecret.Length);
var authHashBytes = MakeAuthHash(sharedSecret, RsaPublicKey!);
var authHash = Base64Helpers.ConvertToBase64Url(authHashBytes);
var client = new HttpClient();
var url = $"{authServer}api/session/hasJoined?hash={authHash}&userId={msgEncResponse.UserId}";
var joinedResp = await client.GetAsync(url);
joinedResp.EnsureSuccessStatusCode();
var resp = await joinedResp.Content.ReadAsStringAsync();
var joinedRespJson = JsonConvert.DeserializeObject<HasJoinedResponse>(resp);
if (!joinedRespJson.IsValid)
{
connection.Disconnect("Failed to validate login");
return;
}
var userId = new NetUserId(joinedRespJson.UserData!.UserId);
userData = new NetUserData(userId, joinedRespJson.UserData.UserName)
{
PatronTier = joinedRespJson.UserData.PatronTier
};
padSuccessMessage = false;
type = LoginType.LoggedIn;
}
else
{
var reqUserName = msgLogin.UserName;
if (!UsernameHelpers.IsNameValid(reqUserName, out var reason))
{
connection.Disconnect($"Username is invalid ({reason.ToText()}).");
return;
}
// If auth is set to "optional" we need to avoid conflicts between real accounts and guests,
// so we explicitly prefix guests.
var origName = Auth == AuthMode.Disabled
? reqUserName
: (isLocal ? $"localhost@{reqUserName}" : $"guest@{reqUserName}");
var name = origName;
var iterations = 1;
while (_assignedUsernames.ContainsKey(name))
{
// This is shit but I don't care.
name = $"{origName}_{++iterations}";
}
NetUserId userId;
(userId, type) = await AssignUserIdAsync(name);
userData = new NetUserData(userId, name);
}
var endPoint = connection.RemoteEndPoint;
var connect = await OnConnecting(endPoint, userData, type);
if (connect.IsDenied)
{
connection.Disconnect($"Connection denied: {connect.DenyReason}");
return;
}
// Well they're in. Kick a connected client with the same GUID if we have to.
if (_assignedUserIds.TryGetValue(userData.UserId, out var existing))
{
if (_awaitingDisconnectToConnect.Contains(userData.UserId))
{
connection.Disconnect("Stop trying to connect multiple times at once.");
return;
}
_awaitingDisconnectToConnect.Add(userData.UserId);
try
{
existing.Disconnect("Another connection has been made with your account.");
// Have to wait until they're properly off the server to avoid any collisions.
await AwaitDisconnectAsync(existing);
}
finally
{
_awaitingDisconnectToConnect.Remove(userData.UserId);
}
}
if (connection.Status == NetConnectionStatus.Disconnecting ||
connection.Status == NetConnectionStatus.Disconnected)
{
Logger.InfoS("net",
"{ConnectionEndpoint} ({UserId}/{UserName}) disconnected during handshake",
connection.RemoteEndPoint, userData.UserId, userData.UserName);
return;
}
var msg = peer.Peer.CreateMessage();
var msgResp = new MsgLoginSuccess
{
UserData = userData,
Type = type
};
if (padSuccessMessage)
{
msg.Write(true);
msg.WritePadBits();
}
msgResp.WriteToBuffer(msg);
encryption?.Encrypt(msg);
peer.Peer.SendMessage(msg, connection, NetDeliveryMethod.ReliableOrdered);
Logger.InfoS("net",
"Approved {ConnectionEndpoint} with username {Username} user ID {userId} into the server",
connection.RemoteEndPoint, userData.UserName, userData.UserName);
// Handshake complete!
HandleInitialHandshakeComplete(peer, connection, userData, encryption, type);
}
catch (ClientDisconnectedException)
{
Logger.InfoS("net",
$"Peer {NetUtility.ToHexString(connection.RemoteUniqueIdentifier)} disconnected while handshake was in-progress.");
}
catch (Exception e)
{
connection.Disconnect("Unknown server error occured during handshake.");
Logger.ErrorS("net", "Exception during handshake with peer {0}:\n{1}",
NetUtility.ToHexString(connection.RemoteUniqueIdentifier), e);
}
}
private async Task<(NetUserId, LoginType)> AssignUserIdAsync(string username)
{
if (AssignUserIdCallback == null)
{
goto unassigned;
}
var assigned = await AssignUserIdCallback(username);
if (assigned != null)
{
return (assigned.Value, LoginType.GuestAssigned);
}
unassigned:
// Just generate a random new GUID.
var uid = new NetUserId(Guid.NewGuid());
return (uid, LoginType.Guest);
}
private Task AwaitDisconnectAsync(NetConnection connection)
{
if (!_awaitingDisconnect.TryGetValue(connection, out var tcs))
{
tcs = new TaskCompletionSource<object?>();
_awaitingDisconnect.Add(connection, tcs);
}
return tcs.Task;
}
private async void HandleApproval(NetIncomingMessage message)
{
// TODO: Maybe preemptively refuse connections here in some cases?
if (message.SenderConnection.Status != NetConnectionStatus.RespondedAwaitingApproval)
{
// This can happen if the approval message comes in after the state changes to disconnected.
// In that case just ignore it.
return;
}
if (HandleApprovalCallback != null)
{
var approval = await HandleApprovalCallback(new NetApprovalEventArgs(message.SenderConnection));
if (!approval.IsApproved)
{
message.SenderConnection.Deny(approval.DenyReason);
return;
}
}
message.SenderConnection.Approve();
}
private sealed class HasJoinedResponse
{
#pragma warning disable 649
public bool IsValid;
public HasJoinedUserData? UserData;
public sealed class HasJoinedUserData
{
public string UserName = default!;
public Guid UserId = default!;
public string? PatronTier;
}
#pragma warning restore 649
}
}
}