Make login process async, hand cherry-picked
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e9a56cf409
commit
931eaff000
18 files changed
+711
-385
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@@ -40,6 +40,40 @@ WorldSocket::WorldSocket(tcp::socket&& socket)
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void WorldSocket::Start()
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{
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std::string ip_address = GetRemoteIpAddress().to_string();
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PreparedStatement* stmt = LoginDatabase.GetPreparedStatement(LOGIN_SEL_IP_INFO);
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stmt->setString(0, ip_address);
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stmt->setUInt32(1, inet_addr(ip_address.c_str()));
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_queryCallback = std::bind(&WorldSocket::CheckIpCallback, this, std::placeholders::_1);
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_queryFuture = LoginDatabase.AsyncQuery(stmt);
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}
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void WorldSocket::CheckIpCallback(PreparedQueryResult result)
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{
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if (result)
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{
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bool banned = false;
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do
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{
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Field* fields = result->Fetch();
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if (fields[0].GetUInt64() != 0)
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banned = true;
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if (!fields[1].GetString().empty())
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_ipCountry = fields[1].GetString();
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} while (result->NextRow());
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if (banned)
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{
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SendAuthResponseError(AUTH_REJECT);
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TC_LOG_ERROR("network", "WorldSocket::CheckIpCallback: Sent Auth Response (IP %s banned).", GetRemoteIpAddress().to_string().c_str());
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DelayedCloseSocket();
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return;
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}
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}
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AsyncRead();
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MessageBuffer initializer;
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@@ -51,6 +85,24 @@ void WorldSocket::Start()
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QueuePacket(std::move(initializer), dummy);
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}
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bool WorldSocket::Update()
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{
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if (!BaseSocket::Update())
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return false;
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{
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std::lock_guard<std::mutex> guard(_queryLock);
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if (_queryFuture.valid() && _queryFuture.wait_for(std::chrono::seconds(0)) == std::future_status::ready)
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{
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auto callback = std::move(_queryCallback);
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_queryCallback = nullptr;
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callback(_queryFuture.get());
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}
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}
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return true;
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}
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void WorldSocket::HandleSendAuthSession()
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{
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WorldPacket packet(SMSG_AUTH_CHALLENGE, 37);
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@@ -122,13 +174,15 @@ void WorldSocket::ReadHandler()
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}
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// just received fresh new payload
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if (!ReadDataHandler())
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ReadDataHandlerResult result = ReadDataHandler();
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_headerBuffer.Reset();
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if (result != ReadDataHandlerResult::Ok)
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{
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CloseSocket();
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if (result != ReadDataHandlerResult::WaitingForQuery)
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CloseSocket();
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return;
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}
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_headerBuffer.Reset();
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}
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AsyncRead();
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@@ -160,7 +214,79 @@ bool WorldSocket::ReadHeaderHandler()
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return true;
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}
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bool WorldSocket::ReadDataHandler()
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struct AuthSession
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{
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uint8 LoginServerType = 0;
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uint32 RealmID = 0;
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uint16 Build = 0;
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uint32 LocalChallenge = 0;
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uint8 Digest[SHA_DIGEST_LENGTH] = {};
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std::string Account;
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ByteBuffer AddonInfo;
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};
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struct AccountInfo
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{
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struct
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{
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uint32 Id;
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bool IsLockedToIP;
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std::string LastIP;
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std::string LockCountry;
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LocaleConstant Locale;
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std::string OS;
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bool IsBanned;
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} BattleNet;
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struct
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{
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uint32 Id;
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BigNumber SessionKey;
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uint8 Expansion;
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int64 MuteTime;
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uint32 Recruiter;
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bool IsRecruiter;
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AccountTypes Security;
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bool IsBanned;
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} Game;
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bool IsBanned() const { return BattleNet.IsBanned || Game.IsBanned; }
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explicit AccountInfo(Field* fields)
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{
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// 0 1 2 3 4 5 6 7 8 9 10 11
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// SELECT a.id, a.sessionkey, ba.last_ip, ba.locked, ba.lock_country, a.expansion, a.mutetime, ba.locale, a.recruiter, ba.os, ba.id, aa.gmLevel,
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// 12 13 14
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// bab.unbandate > UNIX_TIMESTAMP() OR bab.unbandate = bab.bandate, ab.unbandate > UNIX_TIMESTAMP() OR ab.unbandate = ab.bandate, r.id
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// FROM account a LEFT JOIN battlenet_accounts ba ON a.battlenet_account = ba.id LEFT JOIN account_access aa ON a.id = aa.id AND aa.RealmID IN (-1, ?)
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// LEFT JOIN battlenet_account_bans bab ON ba.id = bab.id LEFT JOIN account_banned ab ON a.id = ab.id LEFT JOIN account r ON a.id = r.recruiter
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// WHERE a.username = ? ORDER BY aa.RealmID DESC LIMIT 1
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Game.Id = fields[0].GetUInt32();
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Game.SessionKey.SetHexStr(fields[1].GetCString());
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BattleNet.LastIP = fields[2].GetString();
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BattleNet.IsLockedToIP = fields[3].GetBool();
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BattleNet.LockCountry = fields[4].GetString();
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Game.Expansion = fields[5].GetUInt8();
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Game.MuteTime = fields[6].GetInt64();
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BattleNet.Locale = LocaleConstant(fields[7].GetUInt8());
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Game.Recruiter = fields[8].GetUInt32();
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BattleNet.OS = fields[9].GetString();
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BattleNet.Id = fields[10].GetUInt32();
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Game.Security = AccountTypes(fields[11].GetUInt8());
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BattleNet.IsBanned = fields[12].GetUInt64() != 0;
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Game.IsBanned = fields[13].GetUInt64() != 0;
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Game.IsRecruiter = fields[14].GetUInt32() != 0;
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uint32 world_expansion = sWorld->getIntConfig(CONFIG_EXPANSION);
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if (Game.Expansion > world_expansion)
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Game.Expansion = world_expansion;
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if (BattleNet.Locale >= TOTAL_LOCALES)
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BattleNet.Locale = LOCALE_enUS;
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}
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};
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WorldSocket::ReadDataHandlerResult WorldSocket::ReadDataHandler()
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{
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if (_initialized)
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{
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@@ -179,7 +305,7 @@ bool WorldSocket::ReadDataHandler()
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{
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case CMSG_PING:
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LogOpcodeText(opcode, sessionGuard);
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return HandlePing(packet);
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return HandlePing(packet) ? ReadDataHandlerResult::Ok : ReadDataHandlerResult::Error;
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case CMSG_AUTH_SESSION:
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LogOpcodeText(opcode, sessionGuard);
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if (_worldSession)
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@@ -187,11 +313,11 @@ bool WorldSocket::ReadDataHandler()
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// locking just to safely log offending user is probably overkill but we are disconnecting him anyway
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if (sessionGuard.try_lock())
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TC_LOG_ERROR("network", "WorldSocket::ProcessIncoming: received duplicate CMSG_AUTH_SESSION from %s", _worldSession->GetPlayerInfo().c_str());
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return false;
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return ReadDataHandlerResult::Error;
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}
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HandleAuthSession(packet);
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break;
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return ReadDataHandlerResult::WaitingForQuery;
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case CMSG_KEEP_ALIVE:
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LogOpcodeText(opcode, sessionGuard);
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sScriptMgr->OnPacketReceive(_worldSession, packet);
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@@ -200,7 +326,7 @@ bool WorldSocket::ReadDataHandler()
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packet.rfinish(); // contains uint32 disconnectReason;
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TC_LOG_DEBUG("network", "%s", GetOpcodeNameForLogging(opcode).c_str());
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sScriptMgr->OnPacketReceive(_worldSession, packet);
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return true;
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break;
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case CMSG_ENABLE_NAGLE:
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{
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TC_LOG_DEBUG("network", "%s", GetOpcodeNameForLogging(opcode).c_str());
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@@ -217,21 +343,21 @@ bool WorldSocket::ReadDataHandler()
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{
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TC_LOG_ERROR("network.opcode", "ProcessIncoming: Client not authed opcode = %u", uint32(opcode));
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CloseSocket();
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return false;
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return ReadDataHandlerResult::Error;
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}
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// prevent invalid memory access/crash with custom opcodes
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if (opcode >= NUM_OPCODE_HANDLERS)
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{
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CloseSocket();
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return false;
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return ReadDataHandlerResult::Error;
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}
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OpcodeHandler const* handler = opcodeTable[opcode];
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if (!handler)
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{
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TC_LOG_ERROR("network.opcode", "No defined handler for opcode %s sent by %s", GetOpcodeNameForLogging(packet.GetOpcode()).c_str(), _worldSession->GetPlayerInfo().c_str());
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return true;
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break;
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}
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// Our Idle timer will reset on any non PING opcodes.
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@@ -250,7 +376,7 @@ bool WorldSocket::ReadDataHandler()
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if (initializer != ClientConnectionInitialize)
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{
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CloseSocket();
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return false;
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return ReadDataHandlerResult::Error;
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}
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_initialized = true;
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@@ -259,7 +385,7 @@ bool WorldSocket::ReadDataHandler()
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HandleSendAuthSession();
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}
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return true;
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return ReadDataHandlerResult::Ok;
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}
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void WorldSocket::LogOpcodeText(uint16 opcode, std::unique_lock<std::mutex> const& guard) const
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@@ -319,107 +445,88 @@ void WorldSocket::SendPacket(WorldPacket& packet)
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void WorldSocket::HandleAuthSession(WorldPacket& recvPacket)
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{
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uint8 digest[SHA_DIGEST_LENGTH];
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uint32 clientSeed;
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uint8 security;
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uint16 clientBuild;
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uint32 id;
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uint32 addonSize;
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LocaleConstant locale;
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std::string account;
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SHA1Hash sha;
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BigNumber k;
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bool wardenActive = sWorld->getBoolConfig(CONFIG_WARDEN_ENABLED);
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WorldPacket addonsData;
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uint8 loginServerType;
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uint32 realmIndex;
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std::shared_ptr<AuthSession> authSession = std::make_shared<AuthSession>();
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recvPacket.read_skip<uint32>(); // ServerId - Used for GRUNT only
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recvPacket.read_skip<uint32>(); // Battlegroup
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recvPacket >> loginServerType;
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recvPacket >> digest[10];
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recvPacket >> digest[18];
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recvPacket >> digest[12];
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recvPacket >> digest[5];
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recvPacket >> authSession->LoginServerType;
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recvPacket >> authSession->Digest[10];
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recvPacket >> authSession->Digest[18];
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recvPacket >> authSession->Digest[12];
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recvPacket >> authSession->Digest[5];
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recvPacket.read_skip<uint64>();
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recvPacket >> digest[15];
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recvPacket >> digest[9];
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recvPacket >> digest[19];
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recvPacket >> digest[4];
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recvPacket >> digest[7];
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recvPacket >> digest[16];
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recvPacket >> digest[3];
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recvPacket >> clientBuild;
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recvPacket >> digest[8];
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recvPacket >> realmIndex;
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recvPacket >> authSession->Digest[15];
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recvPacket >> authSession->Digest[9];
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recvPacket >> authSession->Digest[19];
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recvPacket >> authSession->Digest[4];
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recvPacket >> authSession->Digest[7];
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recvPacket >> authSession->Digest[16];
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recvPacket >> authSession->Digest[3];
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recvPacket >> authSession->Build;
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recvPacket >> authSession->Digest[8];
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recvPacket >> authSession->RealmID;
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recvPacket.read_skip<uint8>();
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recvPacket >> digest[17];
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recvPacket >> digest[6];
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recvPacket >> digest[0];
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recvPacket >> digest[1];
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recvPacket >> digest[11];
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recvPacket >> clientSeed;
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recvPacket >> digest[2];
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recvPacket >> authSession->Digest[17];
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recvPacket >> authSession->Digest[6];
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recvPacket >> authSession->Digest[0];
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recvPacket >> authSession->Digest[1];
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recvPacket >> authSession->Digest[11];
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recvPacket >> authSession->LocalChallenge;
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recvPacket >> authSession->Digest[2];
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recvPacket.read_skip<uint32>(); // Region
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recvPacket >> digest[14];
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recvPacket >> digest[13];
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recvPacket >> authSession->Digest[14];
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recvPacket >> authSession->Digest[13];
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recvPacket >> addonSize;
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if (addonSize)
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{
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addonsData.resize(addonSize);
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recvPacket.read((uint8*)addonsData.contents(), addonSize);
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authSession->AddonInfo.resize(addonSize);
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recvPacket.read((uint8*)authSession->AddonInfo.contents(), addonSize);
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}
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recvPacket.ReadBit(); // UseIPv6
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uint32 accountNameLength = recvPacket.ReadBits(12);
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account = recvPacket.ReadString(accountNameLength);
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authSession->Account = recvPacket.ReadString(accountNameLength);
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// Get the account information from the auth database
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// 0 1 2 3 4 5 6 7 8 9
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// SELECT id, sessionkey, last_ip, locked, expansion, mutetime, locale, recruiter, os, battlenet_account FROM account WHERE username = ?
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PreparedStatement* stmt = LoginDatabase.GetPreparedStatement(LOGIN_SEL_ACCOUNT_INFO_BY_NAME);
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stmt->setString(0, account);
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stmt->setInt32(0, realmHandle.Index);
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stmt->setString(1, authSession->Account);
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PreparedQueryResult result = LoginDatabase.Query(stmt);
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{
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std::lock_guard<std::mutex> guard(_queryLock);
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_queryCallback = io_service().wrap(std::bind(&WorldSocket::HandleAuthSessionCallback, this, authSession, std::placeholders::_1));
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_queryFuture = LoginDatabase.AsyncQuery(stmt);
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}
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}
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void WorldSocket::HandleAuthSessionCallback(std::shared_ptr<AuthSession> authSession, PreparedQueryResult result)
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{
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// Stop if the account is not found
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if (!result)
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{
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// We can not log here, as we do not know the account. Thus, no accountId.
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SendAuthResponseError(AUTH_UNKNOWN_ACCOUNT);
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TC_LOG_ERROR("network", "WorldSocket::HandleAuthSession: Sent Auth Response (unknown account %s).", account.c_str());
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TC_LOG_ERROR("network", "WorldSocket::HandleAuthSession: Sent Auth Response (unknown account %s).", authSession->Account.c_str());
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DelayedCloseSocket();
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return;
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}
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Field* fields = result->Fetch();
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uint8 expansion = fields[4].GetUInt8();
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uint32 world_expansion = sWorld->getIntConfig(CONFIG_EXPANSION);
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if (expansion > world_expansion)
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expansion = world_expansion;
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AccountInfo account(result->Fetch());
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// For hook purposes, we get Remoteaddress at this point.
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std::string address = GetRemoteIpAddress().to_string();
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// As we don't know if attempted login process by ip works, we update last_attempt_ip right away
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stmt = LoginDatabase.GetPreparedStatement(LOGIN_UPD_LAST_ATTEMPT_IP);
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PreparedStatement* stmt = LoginDatabase.GetPreparedStatement(LOGIN_UPD_LAST_ATTEMPT_IP);
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stmt->setString(0, address);
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stmt->setString(1, account);
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stmt->setString(1, authSession->Account);
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LoginDatabase.Execute(stmt);
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// This also allows to check for possible "hack" attempts on account
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// id has to be fetched at this point, so that first actual account response that fails can be logged
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id = fields[0].GetUInt32();
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k.SetHexStr(fields[1].GetCString());
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// even if auth credentials are bad, try using the session key we have - client cannot read auth response error without it
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_authCrypt.Init(&k);
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_authCrypt.Init(&account.Game.SessionKey);
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// First reject the connection if packet contains invalid data or realm state doesn't allow logging in
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if (sWorld->IsClosed())
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@@ -430,7 +537,7 @@ void WorldSocket::HandleAuthSession(WorldPacket& recvPacket)
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return;
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}
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if (realmIndex != realmHandle.Index)
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if (authSession->RealmID != realmHandle.Index)
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{
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SendAuthResponseError(REALM_LIST_REALM_NOT_FOUND);
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TC_LOG_ERROR("network", "WorldSocket::HandleAuthSession: Sent Auth Response (bad realm).");
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@@ -438,13 +545,12 @@ void WorldSocket::HandleAuthSession(WorldPacket& recvPacket)
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return;
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}
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std::string os = fields[8].GetString();
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// Must be done before WorldSession is created
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if (wardenActive && os != "Win" && os != "OSX")
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bool wardenActive = sWorld->getBoolConfig(CONFIG_WARDEN_ENABLED);
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if (wardenActive && account.BattleNet.OS != "Win" && account.BattleNet.OS != "OSX")
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{
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SendAuthResponseError(AUTH_REJECT);
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TC_LOG_ERROR("network", "WorldSocket::HandleAuthSession: Client %s attempted to log in using invalid client OS (%s).", address.c_str(), os.c_str());
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TC_LOG_ERROR("network", "WorldSocket::HandleAuthSession: Client %s attempted to log in using invalid client OS (%s).", address.c_str(), account.BattleNet.OS.c_str());
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DelayedCloseSocket();
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return;
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}
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@@ -452,139 +558,109 @@ void WorldSocket::HandleAuthSession(WorldPacket& recvPacket)
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// Check that Key and account name are the same on client and server
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uint32 t = 0;
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sha.UpdateData(account);
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SHA1Hash sha;
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sha.UpdateData(authSession->Account);
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sha.UpdateData((uint8*)&t, 4);
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sha.UpdateData((uint8*)&clientSeed, 4);
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sha.UpdateData((uint8*)&authSession->LocalChallenge, 4);
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sha.UpdateData((uint8*)&_authSeed, 4);
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sha.UpdateBigNumbers(&k, NULL);
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sha.UpdateBigNumbers(&account.Game.SessionKey, NULL);
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sha.Finalize();
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if (memcmp(sha.GetDigest(), digest, SHA_DIGEST_LENGTH) != 0)
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if (memcmp(sha.GetDigest(), authSession->Digest, SHA_DIGEST_LENGTH) != 0)
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{
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SendAuthResponseError(AUTH_FAILED);
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TC_LOG_ERROR("network", "WorldSocket::HandleAuthSession: Authentication failed for account: %u ('%s') address: %s", id, account.c_str(), address.c_str());
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TC_LOG_ERROR("network", "WorldSocket::HandleAuthSession: Authentication failed for account: %u ('%s') address: %s", account.Game.Id, authSession->Account.c_str(), address.c_str());
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DelayedCloseSocket();
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return;
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}
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///- Re-check ip locking (same check as in auth).
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if (fields[3].GetUInt8() == 1) // if ip is locked
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if (account.BattleNet.IsLockedToIP) // if ip is locked
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{
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if (strcmp(fields[2].GetCString(), address.c_str()) != 0)
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if (account.BattleNet.LastIP != address)
|
||||
{
|
||||
SendAuthResponseError(AUTH_FAILED);
|
||||
TC_LOG_DEBUG("network", "WorldSocket::HandleAuthSession: Sent Auth Response (Account IP differs. Original IP: %s, new IP: %s).", fields[2].GetCString(), address.c_str());
|
||||
TC_LOG_DEBUG("network", "WorldSocket::HandleAuthSession: Sent Auth Response (Account IP differs. Original IP: %s, new IP: %s).", account.BattleNet.LastIP.c_str(), address.c_str());
|
||||
// We could log on hook only instead of an additional db log, however action logger is config based. Better keep DB logging as well
|
||||
sScriptMgr->OnFailedAccountLogin(id);
|
||||
sScriptMgr->OnFailedAccountLogin(account.Game.Id);
|
||||
DelayedCloseSocket();
|
||||
return;
|
||||
}
|
||||
}
|
||||
else if (!account.BattleNet.LockCountry.empty() && account.BattleNet.LockCountry != "00" && !_ipCountry.empty())
|
||||
{
|
||||
if (account.BattleNet.LockCountry != _ipCountry)
|
||||
{
|
||||
SendAuthResponseError(AUTH_FAILED);
|
||||
TC_LOG_DEBUG("network", "WorldSocket::HandleAuthSession: Sent Auth Response (Account country differs. Original country: %s, new country: %s).", account.BattleNet.LockCountry.c_str(), _ipCountry.c_str());
|
||||
// We could log on hook only instead of an additional db log, however action logger is config based. Better keep DB logging as well
|
||||
sScriptMgr->OnFailedAccountLogin(account.Game.Id);
|
||||
DelayedCloseSocket();
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
int64 mutetime = fields[5].GetInt64();
|
||||
int64 mutetime = account.Game.MuteTime;
|
||||
//! Negative mutetime indicates amount of seconds to be muted effective on next login - which is now.
|
||||
if (mutetime < 0)
|
||||
{
|
||||
mutetime = time(NULL) + llabs(mutetime);
|
||||
|
||||
stmt = LoginDatabase.GetPreparedStatement(LOGIN_UPD_MUTE_TIME_LOGIN);
|
||||
|
||||
stmt->setInt64(0, mutetime);
|
||||
stmt->setUInt32(1, id);
|
||||
|
||||
stmt->setUInt32(1, account.Game.Id);
|
||||
LoginDatabase.Execute(stmt);
|
||||
}
|
||||
|
||||
locale = LocaleConstant(fields[6].GetUInt8());
|
||||
if (locale >= TOTAL_LOCALES)
|
||||
locale = LOCALE_enUS;
|
||||
|
||||
uint32 recruiter = fields[7].GetUInt32();
|
||||
|
||||
uint32 battlenetAccountId = 0;
|
||||
if (loginServerType == 1)
|
||||
battlenetAccountId = fields[9].GetUInt32();
|
||||
|
||||
// Checks gmlevel per Realm
|
||||
stmt = LoginDatabase.GetPreparedStatement(LOGIN_GET_GMLEVEL_BY_REALMID);
|
||||
|
||||
stmt->setUInt32(0, id);
|
||||
stmt->setInt32(1, int32(realmHandle.Index));
|
||||
|
||||
result = LoginDatabase.Query(stmt);
|
||||
|
||||
if (!result)
|
||||
security = 0;
|
||||
else
|
||||
{
|
||||
fields = result->Fetch();
|
||||
security = fields[0].GetUInt8();
|
||||
}
|
||||
|
||||
// Re-check account ban (same check as in auth)
|
||||
stmt = LoginDatabase.GetPreparedStatement(LOGIN_SEL_BANS);
|
||||
|
||||
stmt->setUInt32(0, id);
|
||||
stmt->setString(1, address);
|
||||
|
||||
PreparedQueryResult banresult = LoginDatabase.Query(stmt);
|
||||
|
||||
if (banresult) // if account banned
|
||||
if (account.IsBanned())
|
||||
{
|
||||
SendAuthResponseError(AUTH_BANNED);
|
||||
TC_LOG_ERROR("network", "WorldSocket::HandleAuthSession: Sent Auth Response (Account banned).");
|
||||
sScriptMgr->OnFailedAccountLogin(id);
|
||||
sScriptMgr->OnFailedAccountLogin(account.Game.Id);
|
||||
DelayedCloseSocket();
|
||||
return;
|
||||
}
|
||||
|
||||
// Check locked state for server
|
||||
AccountTypes allowedAccountType = sWorld->GetPlayerSecurityLimit();
|
||||
TC_LOG_DEBUG("network", "Allowed Level: %u Player Level %u", allowedAccountType, AccountTypes(security));
|
||||
if (allowedAccountType > SEC_PLAYER && AccountTypes(security) < allowedAccountType)
|
||||
TC_LOG_DEBUG("network", "Allowed Level: %u Player Level %u", allowedAccountType, account.Game.Security);
|
||||
if (allowedAccountType > SEC_PLAYER && account.Game.Security < allowedAccountType)
|
||||
{
|
||||
SendAuthResponseError(AUTH_UNAVAILABLE);
|
||||
TC_LOG_DEBUG("network", "WorldSocket::HandleAuthSession: User tries to login but his security level is not enough");
|
||||
sScriptMgr->OnFailedAccountLogin(id);
|
||||
sScriptMgr->OnFailedAccountLogin(account.Game.Id);
|
||||
DelayedCloseSocket();
|
||||
return;
|
||||
}
|
||||
|
||||
TC_LOG_DEBUG("network", "WorldSocket::HandleAuthSession: Client '%s' authenticated successfully from %s.",
|
||||
account.c_str(),
|
||||
address.c_str());
|
||||
|
||||
// Check if this user is by any chance a recruiter
|
||||
stmt = LoginDatabase.GetPreparedStatement(LOGIN_SEL_ACCOUNT_RECRUITER);
|
||||
|
||||
stmt->setUInt32(0, id);
|
||||
|
||||
result = LoginDatabase.Query(stmt);
|
||||
|
||||
bool isRecruiter = false;
|
||||
if (result)
|
||||
isRecruiter = true;
|
||||
TC_LOG_DEBUG("network", "WorldSocket::HandleAuthSession: Client '%s' authenticated successfully from %s.", authSession->Account.c_str(), address.c_str());
|
||||
|
||||
// Update the last_ip in the database as it was successful for login
|
||||
stmt = LoginDatabase.GetPreparedStatement(LOGIN_UPD_LAST_IP);
|
||||
|
||||
stmt->setString(0, address);
|
||||
stmt->setString(1, account);
|
||||
|
||||
stmt->setString(1, authSession->Account);
|
||||
LoginDatabase.Execute(stmt);
|
||||
|
||||
// At this point, we can safely hook a successful login
|
||||
sScriptMgr->OnAccountLogin(id);
|
||||
sScriptMgr->OnAccountLogin(account.Game.Id);
|
||||
|
||||
_worldSession = new WorldSession(id, battlenetAccountId, shared_from_this(), AccountTypes(security), expansion, mutetime, locale, recruiter, isRecruiter);
|
||||
_worldSession->LoadGlobalAccountData();
|
||||
_worldSession->LoadTutorialsData();
|
||||
_worldSession->ReadAddonsInfo(addonsData);
|
||||
_worldSession->LoadPermissions();
|
||||
_worldSession = new WorldSession(account.Game.Id, std::move(authSession->Account), account.BattleNet.Id, shared_from_this(), account.Game.Security,
|
||||
account.Game.Expansion, mutetime, account.BattleNet.Locale, account.Game.Recruiter, account.Game.IsRecruiter);
|
||||
_worldSession->ReadAddonsInfo(authSession->AddonInfo);
|
||||
|
||||
// Initialize Warden system only if it is enabled by config
|
||||
if (wardenActive)
|
||||
_worldSession->InitWarden(&k, os);
|
||||
_worldSession->InitWarden(&account.Game.SessionKey, account.BattleNet.OS);
|
||||
|
||||
_queryCallback = io_service().wrap(std::bind(&WorldSocket::LoadSessionPermissionsCallback, this, std::placeholders::_1));
|
||||
_queryFuture = _worldSession->LoadPermissionsAsync();
|
||||
AsyncRead();
|
||||
}
|
||||
|
||||
void WorldSocket::LoadSessionPermissionsCallback(PreparedQueryResult result)
|
||||
{
|
||||
// RBAC must be loaded before adding session to check for skip queue permission
|
||||
_worldSession->GetRBACData()->LoadFromDBCallback(result);
|
||||
|
||||
sWorld->AddSession(_worldSession);
|
||||
}
|
||||
|
||||
Reference in new issue
Block a user