DarkflameServer/dNet/AuthPackets.cpp
David Markowitz 7f623d358c
refactor: Database abstraction and organization of files (#1274)
* Database: Convert to proper namespace

* Database: Use base class and getter

* Database: Move files around

* Database: Add property Management query

Database: Move over user queries

Tested at gm 0 that pre-approved names are pre-approved, unapproved need moderator approval
deleting characters deletes the selcted one
refreshing the character page shows the last character you logged in as
tested all my characters show up when i login
tested that you can delete all 4 characters and the correct character is selected each time
tested renaming, approving names as gm0

Database: Add ugc model getter

Hey it works, look I got around the mariadb issue.

Database: Add queries

Database: consolidate name query

Database: Add friends list query

Update name of approved names query

Documentation

Database: Add name check

Database: Add BFF Query

Database: Move BFF Setter

Database: Move new friend query

Database: Add remove friend queries

Database: Add activity log

Database: Add ugc & prop content removal

Database: Add model update

Database: Add migration queries

Database: Add character and xml queries

Database: Add user queries

Untested, but compiling code

Need to test that new character names are properly assigned in the following scenarios
gm 0 and pre-approved name
gm 0 and unapproved name
gm 9 and pre-approved name
gm 9 and unapproved name

Database: constify function arguments

Database: Add pet queries

* Database: Move property model queries

Untested.  Need to test
placing a new model
moving existing one
removing ugc model
placing ugc model
moving ugc model(?)
changing privacy option variously
change description and name
approve property
can properly travel to property

* Property: Move stale reference deletion

* Database: Move performance update query

* Database: Add bug report query

* Database: Add cheat detection query

* Database: Add mail send query

* Untested code

need to test mailing from slash command, from all users of SendMail, getting bbb of a property and sending messages to bffs

* Update CDComponentsRegistryTable.h

Database: Rename and add further comments

Datavbase: Add comments

Add some comments

Build: Fix PCH directories

Database: Fix time

thanks apple

Database: Fix compiler warnings

Overload destructor
Define specialty for time_t
Use string instead of string_view for temp empty string

Update CDTable.h

Property: Update queries to use mapId

Database: Reorganize

Reorganize into CDClient folder and GameDatabase folder for clearer meanings and file structure

Folders: Rename to GameDatabase

MySQL: Remove MySQL Specifier from table

Database: Move Tables to Interfaces

Database: Reorder functions in header

Database: Simplify property queries

Database: Remove unused queries

Remove extra query definitions as well

Database: Consolidate User getters

Database: Comment logs

Update MySQLDatabase.cpp

Database: Use generic code

Playkey: Fix bad optional access

Database: Move stuff around

WorldServer: Update queries

Ugc reduced by many scopes
use new queries
very fast
tested that ugc still loads

Database: Add auth queries

I tested that only the correct password can sign into an account.
Tested that disabled playkeys do not allow the user to play the game

Database: Add donation query

Database: add objectId queries

Database: Add master queries

Database: Fix mis-named function

Database: Add slash command queries

Mail: Fix itemId type

CharFilter: Use new query

ObjectID: Remove duplicate code

SlashCommand: Update query with function

Database: Add mail queries

Ugc: Fix issues with saving models

Resolve large scope blocks as well

* Database: Add debug try catch rethrow macro

* General fixes

* fix play key not working

* Further fixes

---------

Co-authored-by: Aaron Kimbre <aronwk.aaron@gmail.com>
2023-11-17 18:47:18 -06:00

209 lines
7.7 KiB
C++

#include "AuthPackets.h"
#include "PacketUtils.h"
#include "BitStreamUtils.h"
#include "dNetCommon.h"
#include "dServer.h"
#include "Logger.h"
#include "Database.h"
#include "ZoneInstanceManager.h"
#include "MD5.h"
#include "SHA512.h"
#include "GeneralUtils.h"
#ifdef _WIN32
#include <bcrypt/BCrypt.hpp>
#else
#include <bcrypt.h>
#endif
#include <BitStream.h>
#include <future>
#include "Game.h"
#include "dConfig.h"
#include "eServerDisconnectIdentifiers.h"
#include "eLoginResponse.h"
#include "eConnectionType.h"
#include "eServerMessageType.h"
#include "eMasterMessageType.h"
#include "eGameMasterLevel.h"
void AuthPackets::HandleHandshake(dServer* server, Packet* packet) {
RakNet::BitStream inStream(packet->data, packet->length, false);
uint64_t header = inStream.Read(header);
uint32_t clientVersion = 0;
inStream.Read(clientVersion);
LOG("Received client version: %i", clientVersion);
SendHandshake(server, packet->systemAddress, server->GetIP(), server->GetPort(), server->GetServerType());
}
void AuthPackets::SendHandshake(dServer* server, const SystemAddress& sysAddr, const std::string& nextServerIP, uint16_t nextServerPort, const ServerType serverType) {
RakNet::BitStream bitStream;
BitStreamUtils::WriteHeader(bitStream, eConnectionType::SERVER, eServerMessageType::VERSION_CONFIRM);
uint32_t netVersion;
if (!GeneralUtils::TryParse(Game::config->GetValue("client_net_version"), netVersion)) {
LOG("Failed to parse client_net_version. Cannot authenticate to %s:%i", nextServerIP.c_str(), nextServerPort);
return;
}
bitStream.Write<uint32_t>(netVersion);
bitStream.Write(uint32_t(0x93));
if (serverType == ServerType::Auth) bitStream.Write(uint32_t(1)); //Conn: auth
else bitStream.Write(uint32_t(4)); //Conn: world
bitStream.Write(uint32_t(0)); //Server process ID
bitStream.Write(nextServerPort);
server->Send(&bitStream, sysAddr, false);
}
void AuthPackets::HandleLoginRequest(dServer* server, Packet* packet) {
std::string username = PacketUtils::ReadString(8, packet, true);
std::string password = PacketUtils::ReadString(0x4A, packet, true);
const char* szUsername = username.c_str();
// Fetch account details
auto accountInfo = Database::Get()->GetAccountInfo(username);
if (!accountInfo) {
LOG("No user by name %s found!", username.c_str());
AuthPackets::SendLoginResponse(server, packet->systemAddress, eLoginResponse::INVALID_USER, "", "", 2001, username);
return;
}
//If we aren't running in live mode, then only GMs are allowed to enter:
const auto& closedToNonDevs = Game::config->GetValue("closed_to_non_devs");
if (closedToNonDevs.size() > 0 && bool(std::stoi(closedToNonDevs)) && accountInfo->maxGmLevel == eGameMasterLevel::CIVILIAN) {
AuthPackets::SendLoginResponse(server, packet->systemAddress, eLoginResponse::PERMISSIONS_NOT_HIGH_ENOUGH, "The server is currently only open to developers.", "", 2001, username);
return;
}
if (Game::config->GetValue("dont_use_keys") != "1" && accountInfo->maxGmLevel == eGameMasterLevel::CIVILIAN) {
LOG("");
//Check to see if we have a play key:
if (accountInfo->playKeyId == 0) {
AuthPackets::SendLoginResponse(server, packet->systemAddress, eLoginResponse::PERMISSIONS_NOT_HIGH_ENOUGH, "Your account doesn't have a play key associated with it!", "", 2001, username);
LOG("User %s tried to log in, but they don't have a play key.", username.c_str());
return;
}
//Check if the play key is _valid_:
auto playKeyStatus = Database::Get()->IsPlaykeyActive(accountInfo->playKeyId);
if (!playKeyStatus) {
AuthPackets::SendLoginResponse(server, packet->systemAddress, eLoginResponse::PERMISSIONS_NOT_HIGH_ENOUGH, "Your account doesn't have a valid play key associated with it!", "", 2001, username);
return;
}
if (!playKeyStatus.value()) {
AuthPackets::SendLoginResponse(server, packet->systemAddress, eLoginResponse::PERMISSIONS_NOT_HIGH_ENOUGH, "Your play key has been disabled.", "", 2001, username);
LOG("User %s tried to log in, but their play key was disabled", username.c_str());
return;
}
}
if (accountInfo->banned) {
AuthPackets::SendLoginResponse(server, packet->systemAddress, eLoginResponse::BANNED, "", "", 2001, username); return;
}
if (accountInfo->locked) {
AuthPackets::SendLoginResponse(server, packet->systemAddress, eLoginResponse::ACCOUNT_LOCKED, "", "", 2001, username); return;
}
bool loginSuccess = ::bcrypt_checkpw(password.c_str(), accountInfo->bcryptPassword.c_str()) == 0;
if (!loginSuccess) {
AuthPackets::SendLoginResponse(server, packet->systemAddress, eLoginResponse::WRONG_PASS, "", "", 2001, username);
LOG("Wrong password used");
} else {
SystemAddress system = packet->systemAddress; //Copy the sysAddr before the Packet gets destroyed from main
if (!server->GetIsConnectedToMaster()) {
AuthPackets::SendLoginResponse(server, system, eLoginResponse::GENERAL_FAILED, "", "", 0, username);
return;
}
ZoneInstanceManager::Instance()->RequestZoneTransfer(server, 0, 0, false, [system, server, username](bool mythranShift, uint32_t zoneID, uint32_t zoneInstance, uint32_t zoneClone, std::string zoneIP, uint16_t zonePort) {
AuthPackets::SendLoginResponse(server, system, eLoginResponse::SUCCESS, "", zoneIP, zonePort, username);
});
}
}
void AuthPackets::SendLoginResponse(dServer* server, const SystemAddress& sysAddr, eLoginResponse responseCode, const std::string& errorMsg, const std::string& wServerIP, uint16_t wServerPort, std::string username) {
RakNet::BitStream packet;
BitStreamUtils::WriteHeader(packet, eConnectionType::CLIENT, eClientMessageType::LOGIN_RESPONSE);
packet.Write(static_cast<uint8_t>(responseCode));
// Event Gating
packet.Write(LUString("Talk_Like_A_Pirate"));
packet.Write(LUString(""));
packet.Write(LUString(""));
packet.Write(LUString(""));
packet.Write(LUString(""));
packet.Write(LUString(""));
packet.Write(LUString(""));
packet.Write(LUString(""));
packet.Write(static_cast<uint16_t>(1)); // Version Major
packet.Write(static_cast<uint16_t>(10)); // Version Current
packet.Write(static_cast<uint16_t>(64)); // Version Minor
// Writes the user key
uint32_t sessionKey = GeneralUtils::GenerateRandomNumber<uint32_t>();
std::string userHash = std::to_string(sessionKey);
userHash = md5(userHash);
packet.Write(LUWString(userHash));
// Write the Character and Chat IPs
packet.Write(LUString(wServerIP));
packet.Write(LUString(""));
// Write the Character and Chat Ports
packet.Write(static_cast<uint16_t>(wServerPort));
packet.Write(static_cast<uint16_t>(0));
// CDN Key
packet.Write(LUString(""));
// CDN Ticket
packet.Write(LUString("00000000-0000-0000-0000-000000000000", 37));
packet.Write(static_cast<uint32_t>(0)); // Language
// Write the localization
packet.Write(LUString("US", 3));
packet.Write(static_cast<uint8_t>(false)); // Just upgraded from F2P
packet.Write(static_cast<uint8_t>(false)); // User is F2P
packet.Write(static_cast<uint64_t>(0)); // Time Remaining in F2P
// Write custom error message
packet.Write(static_cast<uint16_t>(errorMsg.length()));
packet.Write(LUWString(errorMsg, static_cast<uint32_t>(errorMsg.length())));
// Here write auth logs
packet.Write(static_cast<uint32_t>(20));
for (uint32_t i = 0; i < 20; ++i) {
packet.Write(static_cast<uint32_t>(8));
packet.Write(static_cast<uint32_t>(44));
packet.Write(static_cast<uint32_t>(14000));
packet.Write(static_cast<uint32_t>(0));
}
server->Send(&packet, sysAddr, false);
//Inform the master server that we've created a session for this user:
{
CBITSTREAM;
BitStreamUtils::WriteHeader(bitStream, eConnectionType::MASTER, eMasterMessageType::SET_SESSION_KEY);
bitStream.Write(sessionKey);
bitStream.Write(LUString(username, 66));
server->SendToMaster(&bitStream);
LOG("Set sessionKey: %i for user %s", sessionKey, username.c_str());
}
}