mirror of
https://github.com/space-wizards/RobustToolbox.git
synced 2026-02-14 19:29:36 +01:00
* 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>
322 lines
12 KiB
C#
322 lines
12 KiB
C#
using System;
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using System.Linq;
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using System.Net;
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using System.Net.Http;
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using System.Security.Cryptography;
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using System.Threading.Tasks;
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using Lidgren.Network;
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using Newtonsoft.Json;
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using Robust.Shared.Log;
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using Robust.Shared.Network.Messages;
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using Robust.Shared.Network.Messages.Handshake;
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using Robust.Shared.Utility;
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using UsernameHelpers = Robust.Shared.AuthLib.UsernameHelpers;
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namespace Robust.Shared.Network
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{
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partial class NetManager
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{
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private const int RsaKeySize = 2048;
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private RSA? _authRsaPrivateKey;
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public byte[]? RsaPublicKey { get; private set; }
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public AuthMode Auth { get; private set; }
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public Func<string, Task<NetUserId?>>? AssignUserIdCallback { get; set; }
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public IServerNetManager.NetApprovalDelegate? HandleApprovalCallback { get; set; }
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private void SAGenerateRsaKeys()
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{
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_authRsaPrivateKey = RSA.Create(RsaKeySize);
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RsaPublicKey = _authRsaPrivateKey.ExportRSAPublicKey();
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/*
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Logger.DebugS("auth", "Private RSA key is {0}",
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Convert.ToBase64String(_authRsaPrivateKey.ExportRSAPrivateKey()));
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*/
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Logger.DebugS("auth", "Public RSA key is {0}", Convert.ToBase64String(RsaPublicKey));
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}
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private async void HandleHandshake(NetPeerData peer, NetConnection connection)
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{
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try
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{
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var incPacket = await AwaitData(connection);
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var msgLogin = new MsgLoginStart();
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msgLogin.ReadFromBuffer(incPacket);
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var ip = connection.RemoteEndPoint.Address;
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var isLocal = IPAddress.IsLoopback(ip) && _config.GetCVar(CVars.AuthAllowLocal);
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var canAuth = msgLogin.CanAuth;
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var needPk = msgLogin.NeedPubKey;
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var authServer = _config.GetCVar(CVars.AuthServer);
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if (Auth == AuthMode.Required && !isLocal)
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{
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if (!canAuth)
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{
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connection.Disconnect("Connecting to this server requires authentication");
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return;
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}
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}
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NetEncryption? encryption = null;
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NetUserData userData;
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LoginType type;
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var padSuccessMessage = true;
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if (canAuth && Auth != AuthMode.Disabled)
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{
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var verifyToken = new byte[4];
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RandomNumberGenerator.Fill(verifyToken);
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var msgEncReq = new MsgEncryptionRequest
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{
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PublicKey = needPk ? RsaPublicKey : Array.Empty<byte>(),
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VerifyToken = verifyToken
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};
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var outMsgEncReq = peer.Peer.CreateMessage();
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outMsgEncReq.Write(false);
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outMsgEncReq.WritePadBits();
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msgEncReq.WriteToBuffer(outMsgEncReq);
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peer.Peer.SendMessage(outMsgEncReq, connection, NetDeliveryMethod.ReliableOrdered);
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incPacket = await AwaitData(connection);
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var msgEncResponse = new MsgEncryptionResponse();
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msgEncResponse.ReadFromBuffer(incPacket);
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byte[] verifyTokenCheck;
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byte[] sharedSecret;
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try
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{
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verifyTokenCheck = _authRsaPrivateKey!.Decrypt(
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msgEncResponse.VerifyToken,
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RSAEncryptionPadding.OaepSHA256);
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sharedSecret = _authRsaPrivateKey!.Decrypt(
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msgEncResponse.SharedSecret,
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RSAEncryptionPadding.OaepSHA256);
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}
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catch (CryptographicException)
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{
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// Launcher gives the client the public RSA key of the server BUT
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// that doesn't persist if the server restarts.
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// In that case, the decrypt can fail here.
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connection.Disconnect(
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"Token decryption failed.\nPlease reconnect to this server from the launcher.");
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return;
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}
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if (!verifyToken.SequenceEqual(verifyTokenCheck))
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{
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connection.Disconnect("Verify token is invalid");
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return;
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}
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encryption = new NetAESEncryption(peer.Peer, sharedSecret, 0, sharedSecret.Length);
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var authHashBytes = MakeAuthHash(sharedSecret, RsaPublicKey!);
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var authHash = Base64Helpers.ConvertToBase64Url(authHashBytes);
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var client = new HttpClient();
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var url = $"{authServer}api/session/hasJoined?hash={authHash}&userId={msgEncResponse.UserId}";
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var joinedResp = await client.GetAsync(url);
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joinedResp.EnsureSuccessStatusCode();
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var resp = await joinedResp.Content.ReadAsStringAsync();
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var joinedRespJson = JsonConvert.DeserializeObject<HasJoinedResponse>(resp);
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if (!joinedRespJson.IsValid)
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{
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connection.Disconnect("Failed to validate login");
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return;
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}
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var userId = new NetUserId(joinedRespJson.UserData!.UserId);
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userData = new NetUserData(userId, joinedRespJson.UserData.UserName)
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{
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PatronTier = joinedRespJson.UserData.PatronTier
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};
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padSuccessMessage = false;
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type = LoginType.LoggedIn;
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}
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else
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{
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var reqUserName = msgLogin.UserName;
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if (!UsernameHelpers.IsNameValid(reqUserName, out var reason))
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{
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connection.Disconnect($"Username is invalid ({reason.ToText()}).");
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return;
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}
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// If auth is set to "optional" we need to avoid conflicts between real accounts and guests,
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// so we explicitly prefix guests.
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var origName = Auth == AuthMode.Disabled
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? reqUserName
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: (isLocal ? $"localhost@{reqUserName}" : $"guest@{reqUserName}");
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var name = origName;
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var iterations = 1;
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while (_assignedUsernames.ContainsKey(name))
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{
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// This is shit but I don't care.
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name = $"{origName}_{++iterations}";
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}
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NetUserId userId;
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(userId, type) = await AssignUserIdAsync(name);
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userData = new NetUserData(userId, name);
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}
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var endPoint = connection.RemoteEndPoint;
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var connect = await OnConnecting(endPoint, userData, type);
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if (connect.IsDenied)
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{
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connection.Disconnect($"Connection denied: {connect.DenyReason}");
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return;
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}
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// Well they're in. Kick a connected client with the same GUID if we have to.
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if (_assignedUserIds.TryGetValue(userData.UserId, out var existing))
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{
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if (_awaitingDisconnectToConnect.Contains(userData.UserId))
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{
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connection.Disconnect("Stop trying to connect multiple times at once.");
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return;
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}
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_awaitingDisconnectToConnect.Add(userData.UserId);
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try
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{
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existing.Disconnect("Another connection has been made with your account.");
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// Have to wait until they're properly off the server to avoid any collisions.
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await AwaitDisconnectAsync(existing);
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}
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finally
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{
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_awaitingDisconnectToConnect.Remove(userData.UserId);
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}
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}
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if (connection.Status == NetConnectionStatus.Disconnecting ||
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connection.Status == NetConnectionStatus.Disconnected)
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{
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Logger.InfoS("net",
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"{ConnectionEndpoint} ({UserId}/{UserName}) disconnected during handshake",
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connection.RemoteEndPoint, userData.UserId, userData.UserName);
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return;
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}
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var msg = peer.Peer.CreateMessage();
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var msgResp = new MsgLoginSuccess
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{
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UserData = userData,
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Type = type
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};
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if (padSuccessMessage)
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{
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msg.Write(true);
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msg.WritePadBits();
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}
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msgResp.WriteToBuffer(msg);
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encryption?.Encrypt(msg);
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peer.Peer.SendMessage(msg, connection, NetDeliveryMethod.ReliableOrdered);
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Logger.InfoS("net",
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"Approved {ConnectionEndpoint} with username {Username} user ID {userId} into the server",
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connection.RemoteEndPoint, userData.UserName, userData.UserName);
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// Handshake complete!
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HandleInitialHandshakeComplete(peer, connection, userData, encryption, type);
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}
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catch (ClientDisconnectedException)
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{
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Logger.InfoS("net",
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$"Peer {NetUtility.ToHexString(connection.RemoteUniqueIdentifier)} disconnected while handshake was in-progress.");
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}
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catch (Exception e)
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{
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connection.Disconnect("Unknown server error occured during handshake.");
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Logger.ErrorS("net", "Exception during handshake with peer {0}:\n{1}",
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NetUtility.ToHexString(connection.RemoteUniqueIdentifier), e);
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}
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}
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private async Task<(NetUserId, LoginType)> AssignUserIdAsync(string username)
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{
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if (AssignUserIdCallback == null)
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{
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goto unassigned;
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}
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var assigned = await AssignUserIdCallback(username);
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if (assigned != null)
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{
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return (assigned.Value, LoginType.GuestAssigned);
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}
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unassigned:
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// Just generate a random new GUID.
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var uid = new NetUserId(Guid.NewGuid());
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return (uid, LoginType.Guest);
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}
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private Task AwaitDisconnectAsync(NetConnection connection)
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{
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if (!_awaitingDisconnect.TryGetValue(connection, out var tcs))
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{
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tcs = new TaskCompletionSource<object?>();
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_awaitingDisconnect.Add(connection, tcs);
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}
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return tcs.Task;
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}
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private async void HandleApproval(NetIncomingMessage message)
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{
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// TODO: Maybe preemptively refuse connections here in some cases?
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if (message.SenderConnection.Status != NetConnectionStatus.RespondedAwaitingApproval)
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{
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// This can happen if the approval message comes in after the state changes to disconnected.
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// In that case just ignore it.
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return;
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}
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if (HandleApprovalCallback != null)
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{
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var approval = await HandleApprovalCallback(new NetApprovalEventArgs(message.SenderConnection));
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if (!approval.IsApproved)
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{
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message.SenderConnection.Deny(approval.DenyReason);
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return;
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}
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}
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message.SenderConnection.Approve();
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}
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private sealed class HasJoinedResponse
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{
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#pragma warning disable 649
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public bool IsValid;
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public HasJoinedUserData? UserData;
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public sealed class HasJoinedUserData
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{
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public string UserName = default!;
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public Guid UserId = default!;
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public string? PatronTier;
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}
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#pragma warning restore 649
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}
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}
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}
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