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fix: generate session keys from the system entropy source
The key came from the shared game random engine, which is seeded from the start time. It now comes from std::random_device through a small helper. The key stays a 32 bit number, so the packets do not change. The master and world servers no longer write the key or its hash to the log. Co-Authored-By: Claude Fable 5.2 <noreply@anthropic.com>
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@@ -882,7 +882,7 @@ namespace {
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//Verify it:
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if (userHash != it->second.hash) {
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LOG("SOMEONE IS TRYING TO HACK? SESSION KEY MISMATCH: ours: %s != master: %s", userHash.c_str(), it->second.hash.c_str());
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LOG("Session key mismatch for user %s", username.GetAsString().c_str());
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Game::server->Disconnect(it->second.sysAddr, eServerDisconnectIdentifiers::INVALID_SESSION_KEY);
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return;
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} else {
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