Files
Viano-Core/src/server/game/Server/WorldSocket.cpp
T

865 lines
33 KiB
C++

/*
* This file is part of the TrinityCore Project. See AUTHORS file for Copyright information
*
* This program is free software; you can redistribute it and/or modify it
* under the terms of the GNU General Public License as published by the
* Free Software Foundation; either version 2 of the License, or (at your
* option) any later version.
*
* This program is distributed in the hope that it will be useful, but WITHOUT
* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
* FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
* more details.
*
* You should have received a copy of the GNU General Public License along
* with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#include "WorldSocket.h"
#include "AuthenticationPackets.h"
#include "BattlenetAccountMgr.h"
#include "BigNumber.h"
#include "CharacterPackets.h"
#include "DatabaseEnv.h"
#include "GameTime.h"
#include "IPLocation.h"
#include "Opcodes.h"
#include "PacketLog.h"
#include "QueryCallback.h"
#include "Random.h"
#include "RBAC.h"
#include "Realm.h"
#include "ScriptMgr.h"
#include "SHA1.h"
#include "World.h"
#include <zlib.h>
#include <memory>
using boost::asio::ip::tcp;
std::string const WorldSocket::ServerConnectionInitialize("WORLD OF WARCRAFT CONNECTION - SERVER TO CLIENT");
std::string const WorldSocket::ClientConnectionInitialize("WORLD OF WARCRAFT CONNECTION - CLIENT TO SERVER");
WorldSocket::WorldSocket(tcp::socket&& socket) : Socket(std::move(socket)),
_type(CONNECTION_TYPE_REALM), _authSeed(rand32()), _OverSpeedPings(0), _worldSession(nullptr),
_authed(false), _compressionStream(nullptr), _sendBufferSize(4096),
_initialized(false)
{
_headerBuffer.Resize(2);
}
WorldSocket::~WorldSocket()
{
if (_compressionStream)
{
deflateEnd(_compressionStream);
delete _compressionStream;
}
}
void WorldSocket::Start()
{
std::string ip_address = GetRemoteIpAddress().to_string();
LoginDatabasePreparedStatement* stmt = LoginDatabase.GetPreparedStatement(LOGIN_SEL_IP_INFO);
stmt->setString(0, ip_address);
_queryProcessor.AddCallback(LoginDatabase.AsyncQuery(stmt).WithPreparedCallback(std::bind(&WorldSocket::CheckIpCallback, this, std::placeholders::_1)));
}
void WorldSocket::CheckIpCallback(PreparedQueryResult result)
{
if (result)
{
bool banned = false;
do
{
Field* fields = result->Fetch();
if (fields[0].GetUInt64() != 0)
banned = true;
} while (result->NextRow());
if (banned)
{
SendAuthResponseError(AUTH_REJECT);
TC_LOG_ERROR("network", "WorldSocket::CheckIpCallback: Sent Auth Response (IP %s banned).", GetRemoteIpAddress().to_string().c_str());
DelayedCloseSocket();
return;
}
}
AsyncRead();
MessageBuffer initializer;
ServerPktHeader header(ServerConnectionInitialize.size(), 0);
initializer.Write(header.header, header.getHeaderLength() - 2);
initializer.Write(ServerConnectionInitialize.c_str(), ServerConnectionInitialize.length());
// - io_service.run thread, safe.
QueuePacket(std::move(initializer));
}
bool WorldSocket::Update()
{
EncryptablePacket* queued;
MessageBuffer buffer(_sendBufferSize);
while (_bufferQueue.Dequeue(queued))
{
if (queued->size() > 0x400 && !queued->IsCompressed())
queued->Compress(_compressionStream);
ServerPktHeader header(queued->size() + 2, queued->GetOpcode());
if (queued->NeedsEncryption())
_authCrypt.EncryptSend(header.header, header.getHeaderLength());
if (buffer.GetRemainingSpace() < queued->size() + header.getHeaderLength())
{
QueuePacket(std::move(buffer));
buffer.Resize(_sendBufferSize);
}
if (buffer.GetRemainingSpace() >= queued->size() + header.getHeaderLength())
{
buffer.Write(header.header, header.getHeaderLength());
if (!queued->empty())
buffer.Write(queued->contents(), queued->size());
}
else // single packet larger than 4096 bytes
{
MessageBuffer packetBuffer(queued->size() + header.getHeaderLength());
packetBuffer.Write(header.header, header.getHeaderLength());
if (!queued->empty())
packetBuffer.Write(queued->contents(), queued->size());
QueuePacket(std::move(packetBuffer));
}
delete queued;
}
if (buffer.GetActiveSize() > 0)
QueuePacket(std::move(buffer));
if (!BaseSocket::Update())
return false;
_queryProcessor.ProcessReadyCallbacks();
return true;
}
void WorldSocket::HandleSendAuthSession()
{
_encryptSeed.SetRand(16 * 8);
_decryptSeed.SetRand(16 * 8);
WorldPackets::Auth::AuthChallenge challenge;
challenge.Challenge = _authSeed;
memcpy(&challenge.DosChallenge[0], _encryptSeed.AsByteArray(16).get(), 16);
memcpy(&challenge.DosChallenge[4], _decryptSeed.AsByteArray(16).get(), 16);
challenge.DosZeroBits = 1;
SendPacketAndLogOpcode(*challenge.Write());
}
void WorldSocket::OnClose()
{
{
std::lock_guard<std::mutex> sessionGuard(_worldSessionLock);
_worldSession = nullptr;
}
}
void WorldSocket::ReadHandler()
{
if (!IsOpen())
return;
MessageBuffer& packet = GetReadBuffer();
while (packet.GetActiveSize() > 0)
{
if (_headerBuffer.GetRemainingSpace() > 0)
{
// need to receive the header
std::size_t readHeaderSize = std::min(packet.GetActiveSize(), _headerBuffer.GetRemainingSpace());
_headerBuffer.Write(packet.GetReadPointer(), readHeaderSize);
packet.ReadCompleted(readHeaderSize);
if (_headerBuffer.GetRemainingSpace() > 0)
{
// Couldn't receive the whole header this time.
ASSERT(packet.GetActiveSize() == 0);
break;
}
// We just received nice new header
if (!ReadHeaderHandler())
{
CloseSocket();
return;
}
}
// We have full read header, now check the data payload
if (_packetBuffer.GetRemainingSpace() > 0)
{
// need more data in the payload
std::size_t readDataSize = std::min(packet.GetActiveSize(), _packetBuffer.GetRemainingSpace());
_packetBuffer.Write(packet.GetReadPointer(), readDataSize);
packet.ReadCompleted(readDataSize);
if (_packetBuffer.GetRemainingSpace() > 0)
{
// Couldn't receive the whole data this time.
ASSERT(packet.GetActiveSize() == 0);
break;
}
}
// just received fresh new payload
ReadDataHandlerResult result = ReadDataHandler();
_headerBuffer.Reset();
if (result != ReadDataHandlerResult::Ok)
{
if (result != ReadDataHandlerResult::WaitingForQuery)
CloseSocket();
return;
}
}
AsyncRead();
}
void WorldSocket::SetWorldSession(WorldSession* session)
{
std::lock_guard<std::mutex> sessionGuard(_worldSessionLock);
_worldSession = session;
_authed = true;
}
bool WorldSocket::ReadHeaderHandler()
{
ASSERT(_headerBuffer.GetActiveSize() == (_initialized ? sizeof(ClientPktHeader) : 2));
_authCrypt.DecryptRecv(_headerBuffer.GetReadPointer(), _headerBuffer.GetActiveSize());
ClientPktHeader* header = reinterpret_cast<ClientPktHeader*>(_headerBuffer.GetReadPointer());
EndianConvertReverse(header->size);
if (_initialized)
EndianConvert(header->cmd);
if (!header->IsValidSize() || (_initialized && !header->IsValidOpcode()))
{
TC_LOG_ERROR("network", "WorldSocket::ReadHeaderHandler(): client %s sent malformed packet (size: %hu, cmd: %u)",
GetRemoteIpAddress().to_string().c_str(), header->size, header->cmd);
return false;
}
if (_initialized)
header->size -= sizeof(header->cmd);
_packetBuffer.Resize(header->size);
return true;
}
struct AccountInfo
{
struct
{
uint32 Id;
bool IsLockedToIP;
std::string LastIP;
std::string LockCountry;
LocaleConstant Locale;
std::string OS;
bool IsBanned;
} BattleNet;
struct
{
uint32 Id;
BigNumber SessionKey;
uint8 Expansion;
int64 MuteTime;
uint32 Recruiter;
bool IsRecruiter;
AccountTypes Security;
bool IsBanned;
} Game;
bool IsBanned() const { return BattleNet.IsBanned || Game.IsBanned; }
explicit AccountInfo(Field* fields)
{
// 0 1 2 3 4 5 6 7 8 9 10 11
// 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,
// 12 13 14
// bab.unbandate > UNIX_TIMESTAMP() OR bab.unbandate = bab.bandate, ab.unbandate > UNIX_TIMESTAMP() OR ab.unbandate = ab.bandate, r.id
// 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, ?)
// 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
// WHERE a.username = ? ORDER BY aa.RealmID DESC LIMIT 1
Game.Id = fields[0].GetUInt32();
Game.SessionKey.SetHexStr(fields[1].GetCString());
BattleNet.LastIP = fields[2].GetString();
BattleNet.IsLockedToIP = fields[3].GetBool();
BattleNet.LockCountry = fields[4].GetString();
Game.Expansion = fields[5].GetUInt8();
Game.MuteTime = fields[6].GetInt64();
BattleNet.Locale = LocaleConstant(fields[7].GetUInt8());
Game.Recruiter = fields[8].GetUInt32();
BattleNet.OS = fields[9].GetString();
BattleNet.Id = fields[10].GetUInt32();
Game.Security = AccountTypes(fields[11].GetUInt8());
BattleNet.IsBanned = fields[12].GetUInt64() != 0;
Game.IsBanned = fields[13].GetUInt64() != 0;
Game.IsRecruiter = fields[14].GetUInt32() != 0;
uint32 world_expansion = sWorld->getIntConfig(CONFIG_EXPANSION);
if (Game.Expansion > world_expansion)
Game.Expansion = world_expansion;
if (BattleNet.Locale >= TOTAL_LOCALES)
BattleNet.Locale = LOCALE_enUS;
}
};
WorldSocket::ReadDataHandlerResult WorldSocket::ReadDataHandler()
{
if (_initialized)
{
ClientPktHeader* header = reinterpret_cast<ClientPktHeader*>(_headerBuffer.GetReadPointer());
OpcodeClient opcode = static_cast<OpcodeClient>(header->cmd);
WorldPacket packet(opcode, std::move(_packetBuffer), GetConnectionType());
WorldPacket* packetToQueue;
if (sPacketLog->CanLogPacket())
sPacketLog->LogPacket(packet, CLIENT_TO_SERVER, GetRemoteIpAddress(), GetRemotePort());
std::unique_lock<std::mutex> sessionGuard(_worldSessionLock, std::defer_lock);
switch (opcode)
{
case CMSG_PING:
{
LogOpcodeText(opcode, sessionGuard);
WorldPackets::Auth::Ping ping(std::move(packet));
if (!ping.ReadNoThrow())
{
TC_LOG_ERROR("network", "WorldSocket::ReadDataHandler(): client %s sent malformed CMSG_PING", GetRemoteIpAddress().to_string().c_str());
return ReadDataHandlerResult::Error;
}
if (!HandlePing(ping))
return ReadDataHandlerResult::Error;
return ReadDataHandlerResult::Ok;
}
case CMSG_AUTH_SESSION:
{
LogOpcodeText(opcode, sessionGuard);
if (_authed)
{
// locking just to safely log offending user is probably overkill but we are disconnecting him anyway
if (sessionGuard.try_lock())
TC_LOG_ERROR("network", "WorldSocket::ProcessIncoming: received duplicate CMSG_AUTH_SESSION from %s", _worldSession->GetPlayerInfo().c_str());
return ReadDataHandlerResult::Error;
}
std::shared_ptr<WorldPackets::Auth::AuthSession> authSession = std::make_shared<WorldPackets::Auth::AuthSession>(std::move(packet));
if (!authSession->ReadNoThrow())
{
TC_LOG_ERROR("network", "WorldSocket::ReadDataHandler(): client %s sent malformed CMSG_AUTH_SESSION", GetRemoteIpAddress().to_string().c_str());
return ReadDataHandlerResult::Error;
}
HandleAuthSession(authSession);
return ReadDataHandlerResult::WaitingForQuery;
}
case CMSG_AUTH_CONTINUED_SESSION:
{
LogOpcodeText(opcode, sessionGuard);
if (_authed)
{
// locking just to safely log offending user is probably overkill but we are disconnecting him anyway
if (sessionGuard.try_lock())
TC_LOG_ERROR("network", "WorldSocket::ProcessIncoming: received duplicate CMSG_AUTH_CONTINUED_SESSION from %s", _worldSession->GetPlayerInfo().c_str());
return ReadDataHandlerResult::Error;
}
std::shared_ptr<WorldPackets::Auth::AuthContinuedSession> authSession = std::make_shared<WorldPackets::Auth::AuthContinuedSession>(std::move(packet));
if (!authSession->ReadNoThrow())
{
TC_LOG_ERROR("network", "WorldSocket::ReadDataHandler(): client %s sent malformed CMSG_AUTH_CONTINUED_SESSION", GetRemoteIpAddress().to_string().c_str());
return ReadDataHandlerResult::Error;
}
HandleAuthContinuedSession(authSession);
return ReadDataHandlerResult::WaitingForQuery;
}
case CMSG_LOG_DISCONNECT:
LogOpcodeText(opcode, sessionGuard);
packet.rfinish(); // contains uint32 disconnectReason;
return ReadDataHandlerResult::Ok;
case CMSG_ENABLE_NAGLE:
LogOpcodeText(opcode, sessionGuard);
if (_worldSession)
_worldSession->HandleEnableNagleAlgorithm();
return ReadDataHandlerResult::Ok;
case CMSG_KEEP_ALIVE: // todo: handle this packet in the same way of CMSG_TIME_SYNC_RESP
LogOpcodeText(opcode, sessionGuard);
return ReadDataHandlerResult::Ok;
case CMSG_CONNECT_TO_FAILED:
{
sessionGuard.lock();
LogOpcodeText(opcode, sessionGuard);
WorldPackets::Auth::ConnectToFailed connectToFailed(std::move(packet));
if (!connectToFailed.ReadNoThrow())
{
TC_LOG_ERROR("network", "WorldSocket::ReadDataHandler(): client %s sent malformed CMSG_CONNECT_TO_FAILED", GetRemoteIpAddress().to_string().c_str());
return ReadDataHandlerResult::Error;
}
HandleConnectToFailed(connectToFailed);
return ReadDataHandlerResult::Ok;
}
case CMSG_TIME_SYNC_RESP:
packetToQueue = new WorldPacket(std::move(packet), std::chrono::steady_clock::now());
break;
default:
packetToQueue = new WorldPacket(std::move(packet));
break;
}
sessionGuard.lock();
LogOpcodeText(opcode, sessionGuard);
if (!_worldSession)
{
TC_LOG_ERROR("network.opcode", "ProcessIncoming: Client not authed opcode = %u", uint32(opcode));
delete packetToQueue;
return ReadDataHandlerResult::Error;
}
// prevent invalid memory access/crash with custom opcodes
if (uint16(opcode) >= NUM_OPCODE_HANDLERS)
{
CloseSocket();
return ReadDataHandlerResult::Error;
}
OpcodeHandler const* handler = opcodeTable[opcode];
if (!handler)
{
TC_LOG_ERROR("network.opcode", "No defined handler for opcode %s sent by %s", GetOpcodeNameForLogging(static_cast<OpcodeClient>(packet.GetOpcode())).c_str(), _worldSession->GetPlayerInfo().c_str());
return ReadDataHandlerResult::Error;
}
// Our Idle timer will reset on any non PING opcodes.
// Catches people idling on the login screen and any lingering ingame connections.
_worldSession->ResetTimeOutTime();
// Copy the packet to the heap before enqueuing
_worldSession->QueuePacket(packetToQueue);
}
else
{
std::string initializer(reinterpret_cast<char const*>(_packetBuffer.GetReadPointer()), std::min(_packetBuffer.GetActiveSize(), ClientConnectionInitialize.length()));
if (initializer != ClientConnectionInitialize)
{
CloseSocket();
return ReadDataHandlerResult::Error;
}
_compressionStream = new z_stream();
_compressionStream->zalloc = (alloc_func)nullptr;
_compressionStream->zfree = (free_func)nullptr;
_compressionStream->opaque = (voidpf)nullptr;
_compressionStream->avail_in = 0;
_compressionStream->next_in = nullptr;
int32 z_res = deflateInit(_compressionStream, sWorld->getIntConfig(CONFIG_COMPRESSION));
if (z_res != Z_OK)
{
TC_LOG_ERROR("network", "Can't initialize packet compression (zlib: deflateInit) Error code: %i (%s)", z_res, zError(z_res));
CloseSocket();
return ReadDataHandlerResult::Error;
}
_initialized = true;
_headerBuffer.Resize(sizeof(ClientPktHeader));
_packetBuffer.Reset();
HandleSendAuthSession();
}
return ReadDataHandlerResult::Ok;
}
void WorldSocket::LogOpcodeText(OpcodeClient opcode, std::unique_lock<std::mutex> const& guard) const
{
if (!guard)
{
TC_LOG_TRACE("network.opcode", "C->S: %s %s", GetRemoteIpAddress().to_string().c_str(), GetOpcodeNameForLogging(opcode).c_str());
}
else
{
TC_LOG_TRACE("network.opcode", "C->S: %s %s", (_worldSession ? _worldSession->GetPlayerInfo() : GetRemoteIpAddress().to_string()).c_str(),
GetOpcodeNameForLogging(opcode).c_str());
}
}
void WorldSocket::SendPacketAndLogOpcode(WorldPacket const& packet)
{
TC_LOG_TRACE("network.opcode", "S->C: %s %s", GetRemoteIpAddress().to_string().c_str(), GetOpcodeNameForLogging(static_cast<OpcodeServer>(packet.GetOpcode())).c_str());
SendPacket(packet);
}
void WorldSocket::SendPacket(WorldPacket const& packet)
{
if (!IsOpen())
return;
if (sPacketLog->CanLogPacket())
sPacketLog->LogPacket(packet, SERVER_TO_CLIENT, GetRemoteIpAddress(), GetRemotePort());
_bufferQueue.Enqueue(new EncryptablePacket(packet, _authCrypt.IsInitialized()));
}
void WorldSocket::HandleAuthSession(std::shared_ptr<WorldPackets::Auth::AuthSession> authSession)
{
// Get the account information from the auth database
LoginDatabasePreparedStatement* stmt = LoginDatabase.GetPreparedStatement(LOGIN_SEL_ACCOUNT_INFO_BY_NAME);
stmt->setInt32(0, int32(realm.Id.Realm));
stmt->setString(1, authSession->Account);
_queryProcessor.AddCallback(LoginDatabase.AsyncQuery(stmt).WithPreparedCallback(std::bind(&WorldSocket::HandleAuthSessionCallback, this, authSession, std::placeholders::_1)));
}
void WorldSocket::HandleAuthSessionCallback(std::shared_ptr<WorldPackets::Auth::AuthSession> authSession, PreparedQueryResult result)
{
// Stop if the account is not found
if (!result)
{
// We can not log here, as we do not know the account. Thus, no accountId.
SendAuthResponseError(AUTH_UNKNOWN_ACCOUNT);
TC_LOG_ERROR("network", "WorldSocket::HandleAuthSession: Sent Auth Response (unknown account).");
DelayedCloseSocket();
return;
}
AccountInfo account(result->Fetch());
// For hook purposes, we get Remoteaddress at this point.
std::string address = GetRemoteIpAddress().to_string();
// As we don't know if attempted login process by ip works, we update last_attempt_ip right away
LoginDatabasePreparedStatement* stmt = LoginDatabase.GetPreparedStatement(LOGIN_UPD_LAST_ATTEMPT_IP);
stmt->setString(0, address);
stmt->setString(1, authSession->Account);
LoginDatabase.Execute(stmt);
// This also allows to check for possible "hack" attempts on account
// even if auth credentials are bad, try using the session key we have - client cannot read auth response error without it
_authCrypt.Init(&account.Game.SessionKey);
// First reject the connection if packet contains invalid data or realm state doesn't allow logging in
if (sWorld->IsClosed())
{
SendAuthResponseError(AUTH_REJECT);
TC_LOG_ERROR("network", "WorldSocket::HandleAuthSession: World closed, denying client (%s).", GetRemoteIpAddress().to_string().c_str());
DelayedCloseSocket();
return;
}
if (authSession->RealmID != realm.Id.Realm)
{
SendAuthResponseError(REALM_LIST_REALM_NOT_FOUND);
TC_LOG_ERROR("network", "WorldSocket::HandleAuthSession: Client %s requested connecting with realm id %u but this realm has id %u set in config.",
GetRemoteIpAddress().to_string().c_str(), authSession->RealmID, realm.Id.Realm);
DelayedCloseSocket();
return;
}
// Must be done before WorldSession is created
bool wardenActive = sWorld->getBoolConfig(CONFIG_WARDEN_ENABLED);
if (wardenActive && account.BattleNet.OS != "Win" && account.BattleNet.OS != "OSX")
{
SendAuthResponseError(AUTH_REJECT);
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());
DelayedCloseSocket();
return;
}
// Check that Key and account name are the same on client and server
uint32 t = 0;
SHA1Hash sha;
sha.UpdateData(authSession->Account);
sha.UpdateData((uint8*)&t, 4);
sha.UpdateData((uint8*)&authSession->LocalChallenge, 4);
sha.UpdateData((uint8*)&_authSeed, 4);
sha.UpdateBigNumbers(&account.Game.SessionKey, nullptr);
sha.Finalize();
if (memcmp(sha.GetDigest(), authSession->Digest.data(), SHA_DIGEST_LENGTH) != 0)
{
SendAuthResponseError(AUTH_FAILED);
TC_LOG_ERROR("network", "WorldSocket::HandleAuthSession: Authentication failed for account: %u ('%s') address: %s", account.Game.Id, authSession->Account.c_str(), address.c_str());
DelayedCloseSocket();
return;
}
if (IpLocationRecord const* location = sIPLocation->GetLocationRecord(address))
_ipCountry = location->CountryCode;
///- Re-check ip locking (same check as in auth).
if (account.BattleNet.IsLockedToIP) // if ip is locked
{
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).", 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(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 = account.Game.MuteTime;
//! Negative mutetime indicates amount of seconds to be muted effective on next login - which is now.
if (mutetime < 0)
{
mutetime = GameTime::GetGameTime() + llabs(mutetime);
stmt = LoginDatabase.GetPreparedStatement(LOGIN_UPD_MUTE_TIME_LOGIN);
stmt->setInt64(0, mutetime);
stmt->setUInt32(1, account.Game.Id);
LoginDatabase.Execute(stmt);
}
if (account.IsBanned())
{
SendAuthResponseError(AUTH_BANNED);
TC_LOG_ERROR("network", "WorldSocket::HandleAuthSession: Sent Auth Response (Account banned).");
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, 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(account.Game.Id);
DelayedCloseSocket();
return;
}
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, authSession->Account);
LoginDatabase.Execute(stmt);
// At this point, we can safely hook a successful login
sScriptMgr->OnAccountLogin(account.Game.Id);
_authed = true;
_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(&account.Game.SessionKey, account.BattleNet.OS);
_queryProcessor.AddCallback(_worldSession->LoadPermissionsAsync().WithPreparedCallback(std::bind(&WorldSocket::LoadSessionPermissionsCallback, this, std::placeholders::_1)));
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);
}
void WorldSocket::HandleAuthContinuedSession(std::shared_ptr<WorldPackets::Auth::AuthContinuedSession> authSession)
{
WorldSession::ConnectToKey key;
key.Raw = authSession->Key;
_type = ConnectionType(key.Fields.ConnectionType);
if (_type != CONNECTION_TYPE_INSTANCE)
{
SendAuthResponseError(AUTH_UNKNOWN_ACCOUNT);
DelayedCloseSocket();
return;
}
// Client switches packet headers after sending CMSG_AUTH_CONTINUED_SESSION
_headerBuffer.Resize(sizeof(ClientPktHeader));
uint32 accountId = uint32(key.Fields.AccountId);
LoginDatabasePreparedStatement* stmt = LoginDatabase.GetPreparedStatement(LOGIN_SEL_ACCOUNT_INFO_CONTINUED_SESSION);
stmt->setUInt32(0, accountId);
_queryProcessor.AddCallback(LoginDatabase.AsyncQuery(stmt).WithPreparedCallback(std::bind(&WorldSocket::HandleAuthContinuedSessionCallback, this, authSession, std::placeholders::_1)));
}
void WorldSocket::HandleAuthContinuedSessionCallback(std::shared_ptr<WorldPackets::Auth::AuthContinuedSession> authSession, PreparedQueryResult result)
{
if (!result)
{
SendAuthResponseError(AUTH_UNKNOWN_ACCOUNT);
DelayedCloseSocket();
return;
}
WorldSession::ConnectToKey key;
key.Raw = authSession->Key;
uint32 accountId = uint32(key.Fields.AccountId);
Field* fields = result->Fetch();
std::string login = fields[0].GetString();
BigNumber k;
k.SetHexStr(fields[1].GetCString());
_authCrypt.Init(&k, _encryptSeed.AsByteArray().get(), _decryptSeed.AsByteArray().get());
SHA1Hash sha;
sha.UpdateData(login);
sha.UpdateBigNumbers(&k, nullptr);
sha.UpdateData((uint8*)&_authSeed, 4);
sha.Finalize();
if (memcmp(sha.GetDigest(), authSession->Digest.data(), sha.GetLength()))
{
SendAuthResponseError(AUTH_UNKNOWN_ACCOUNT);
TC_LOG_ERROR("network", "WorldSocket::HandleAuthContinuedSession: Authentication failed for account: %u ('%s') address: %s", accountId, login.c_str(), GetRemoteIpAddress().to_string().c_str());
DelayedCloseSocket();
return;
}
sWorld->AddInstanceSocket(shared_from_this(), authSession->Key);
AsyncRead();
}
void WorldSocket::HandleConnectToFailed(WorldPackets::Auth::ConnectToFailed& connectToFailed)
{
if (_worldSession)
{
if (_worldSession->PlayerLoading())
{
switch (connectToFailed.Serial)
{
case WorldPackets::Auth::ConnectToSerial::WorldAttempt1:
_worldSession->SendConnectToInstance(WorldPackets::Auth::ConnectToSerial::WorldAttempt2);
break;
case WorldPackets::Auth::ConnectToSerial::WorldAttempt2:
_worldSession->SendConnectToInstance(WorldPackets::Auth::ConnectToSerial::WorldAttempt3);
break;
case WorldPackets::Auth::ConnectToSerial::WorldAttempt3:
_worldSession->SendConnectToInstance(WorldPackets::Auth::ConnectToSerial::WorldAttempt4);
break;
case WorldPackets::Auth::ConnectToSerial::WorldAttempt4:
_worldSession->SendConnectToInstance(WorldPackets::Auth::ConnectToSerial::WorldAttempt5);
break;
case WorldPackets::Auth::ConnectToSerial::WorldAttempt5:
{
TC_LOG_ERROR("network", "%s failed to connect 5 times to world socket, aborting login", _worldSession->GetPlayerInfo().c_str());
_worldSession->AbortLogin(WorldPackets::Character::LoginFailureReason::NoWorld);
break;
}
default:
return;
}
}
//else
//{
// transfer_aborted when/if we get map node redirection
// SendPacketAndLogOpcode(*WorldPackets::Auth::ResumeComms().Write());
//}
}
}
void WorldSocket::SendAuthResponseError(uint8 code)
{
WorldPackets::Auth::AuthResponse response;
response.Result = code;
SendPacketAndLogOpcode(*response.Write());
}
bool WorldSocket::HandlePing(WorldPackets::Auth::Ping& ping)
{
using namespace std::chrono;
if (_LastPingTime == steady_clock::time_point())
{
_LastPingTime = steady_clock::now();
}
else
{
steady_clock::time_point now = steady_clock::now();
steady_clock::duration diff = now - _LastPingTime;
_LastPingTime = now;
if (diff < seconds(27))
{
++_OverSpeedPings;
uint32 maxAllowed = sWorld->getIntConfig(CONFIG_MAX_OVERSPEED_PINGS);
if (maxAllowed && _OverSpeedPings > maxAllowed)
{
std::unique_lock<std::mutex> sessionGuard(_worldSessionLock);
if (_worldSession && !_worldSession->HasPermission(rbac::RBAC_PERM_SKIP_CHECK_OVERSPEED_PING))
{
TC_LOG_ERROR("network", "WorldSocket::HandlePing: %s kicked for over-speed pings (address: %s)",
_worldSession->GetPlayerInfo().c_str(), GetRemoteIpAddress().to_string().c_str());
return false;
}
}
}
else
_OverSpeedPings = 0;
}
{
std::lock_guard<std::mutex> sessionGuard(_worldSessionLock);
if (_worldSession)
_worldSession->SetLatency(ping.Latency);
else
{
TC_LOG_ERROR("network", "WorldSocket::HandlePing: peer sent CMSG_PING, but is not authenticated or got recently kicked, address = %s", GetRemoteIpAddress().to_string().c_str());
return false;
}
}
SendPacketAndLogOpcode(*WorldPackets::Auth::Pong(ping.Serial).Write());
return true;
}