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Merge pull request #189 from OogwayUniverse/fdb_checksum
Implement FDB Checksum Checks the client database with a checksum. This is an optional check to prevent the use of modded or outdated clients.
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commit
f816ce4beb
@ -89,6 +89,7 @@ struct tempSessionInfo {
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std::map<std::string, tempSessionInfo> m_PendingUsers;
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int instanceID = 0;
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int g_CloneID = 0;
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std::string databaseChecksum = "";
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int main(int argc, char** argv) {
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Diagnostics::SetProcessName("World");
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@ -235,6 +236,47 @@ int main(int argc, char** argv) {
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Game::physicsWorld = &dpWorld::Instance(); //just in case some old code references it
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dZoneManager::Instance()->Initialize(LWOZONEID(zoneID, instanceID, cloneID));
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g_CloneID = cloneID;
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// pre calculate the FDB checksum
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if (Game::config->GetValue("check_fdb") == "1") {
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std::ifstream fileStream;
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static const std::vector<std::string> aliases = {
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"res/CDServers.fdb",
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"res/cdserver.fdb",
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"res/CDClient.fdb",
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"res/cdclient.fdb",
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};
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for (const auto& file : aliases) {
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fileStream.open(file, std::ios::binary | std::ios::in);
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if (fileStream.is_open()) {
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break;
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}
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}
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const int bufferSize = 1024;
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MD5* md5 = new MD5();
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char fileStreamBuffer[1024] = {};
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while (!fileStream.eof()) {
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memset(fileStreamBuffer, 0, bufferSize);
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fileStream.read(fileStreamBuffer, bufferSize);
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md5->update(fileStreamBuffer, fileStream.gcount());
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}
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fileStream.close();
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const char* nullTerminateBuffer = "\0";
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md5->update(nullTerminateBuffer, 1); // null terminate the data
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md5->finalize();
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databaseChecksum = md5->hexdigest();
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delete md5;
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Game::logger->Log("WorldServer", "FDB Checksum calculated as: %s\n", databaseChecksum.c_str());
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}
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}
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while (true) {
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@ -841,7 +883,33 @@ void HandlePacket(Packet* packet) {
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case MSG_WORLD_CLIENT_VALIDATION: {
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std::string username = PacketUtils::ReadString(0x08, packet, true);
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std::string sessionKey = PacketUtils::ReadString(74, packet, true);
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std::string clientDatabaseChecksum = PacketUtils::ReadString(packet->length - 33, packet, false);
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// sometimes client puts a null terminator at the end of the checksum and sometimes doesn't, weird
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clientDatabaseChecksum = clientDatabaseChecksum.substr(0, 32);
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// If the check is turned on, validate the client's database checksum.
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if (Game::config->GetValue("check_fdb") == "1" && !databaseChecksum.empty()) {
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uint32_t gmLevel = 0;
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auto* stmt = Database::CreatePreppedStmt("SELECT gm_level FROM accounts WHERE name=? LIMIT 1;");
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stmt->setString(1, username.c_str());
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auto* res = stmt->executeQuery();
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while (res->next()) {
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gmLevel = res->getInt(1);
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}
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delete stmt;
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delete res;
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// Developers may skip this check
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if (gmLevel < 8 && clientDatabaseChecksum != databaseChecksum) {
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Game::logger->Log("WorldServer", "Client's database checksum does not match the server's, aborting connection.\n");
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Game::server->Disconnect(packet->systemAddress, SERVER_DISCON_KICK);
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return;
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}
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}
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//Request the session info from Master:
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CBITSTREAM;
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PacketUtils::WriteHeader(bitStream, MASTER, MSG_MASTER_REQUEST_SESSION_KEY);
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@ -50,3 +50,6 @@ solo_racing=0
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# Disables the anti-speedhack system. If you get kicked randomly you might want to disable this, as it might just be lag
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disable_anti_speedhack=0
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# 0 or 1, check server fdb (res/CDServer.fdb) against clients
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check_fdb=0
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