tge/engine/sim/netInterface.cc
2017-04-17 06:17:10 -06:00

623 lines
21 KiB
C++
Executable File

//-----------------------------------------------------------------------------
// Torque Game Engine
// Copyright (c) 2002 GarageGames.Com
//-----------------------------------------------------------------------------
#include "platform/platform.h"
#include "platform/event.h"
#include "sim/netConnection.h"
#include "sim/netInterface.h"
#include "core/bitStream.h"
#include "math/mRandom.h"
#include "platform/gameInterface.h"
NetInterface *GNet = NULL;
NetInterface::NetInterface()
{
AssertFatal(GNet == NULL, "ERROR: Multiple net interfaces declared.");
GNet = this;
mLastTimeoutCheckTime = 0;
mAllowConnections = true;
}
void NetInterface::initRandomData()
{
mRandomDataInitialized = true;
U32 seed = Platform::getRealMilliseconds();
if(Game->isJournalReading())
Game->journalRead(&seed);
else if(Game->isJournalWriting())
Game->journalWrite(seed);
MRandomR250 myRandom(seed);
for(U32 i = 0; i < 12; i++)
mRandomHashData[i] = myRandom.randI();
}
void NetInterface::addPendingConnection(NetConnection *connection)
{
Con::printf("Adding a pending connection");
mPendingConnections.push_back(connection);
}
void NetInterface::removePendingConnection(NetConnection *connection)
{
for(U32 i = 0; i < mPendingConnections.size(); i++)
if(mPendingConnections[i] == connection)
mPendingConnections.erase(i);
}
NetConnection *NetInterface::findPendingConnection(const NetAddress *address, U32 connectSequence)
{
for(U32 i = 0; i < mPendingConnections.size(); i++)
if(Net::compareAddresses(address, mPendingConnections[i]->getNetAddress()) &&
connectSequence == mPendingConnections[i]->getSequence())
return mPendingConnections[i];
return NULL;
}
void NetInterface::processPacketReceiveEvent(PacketReceiveEvent *prEvent)
{
U32 dataSize = prEvent->size - PacketReceiveEventHeaderSize;
BitStream pStream(prEvent->data, dataSize);
// Determine what to do with this packet:
if(prEvent->data[0] & 0x01) // it's a protocol packet...
{
// if the LSB of the first byte is set, it's a game data packet
// so pass it to the appropriate connection.
// lookup the connection in the addressTable
NetConnection *conn = NetConnection::lookup(&prEvent->sourceAddress);
if(conn)
conn->processRawPacket(&pStream);
}
else
{
// Otherwise, it's either a game info packet or a
// connection handshake packet.
U8 packetType;
pStream.read(&packetType);
NetAddress *addr = &prEvent->sourceAddress;
if(packetType <= GameHeartbeat)
handleInfoPacket(addr, packetType, &pStream);
else
{
// check if there's a connection already:
NetConnection *conn;
switch(packetType)
{
case ConnectChallengeRequest:
handleConnectChallengeRequest(addr, &pStream);
break;
case ConnectRequest:
handleConnectRequest(addr, &pStream);
break;
case ConnectChallengeResponse:
handleConnectChallengeResponse(addr, &pStream);
break;
case ConnectAccept:
handleConnectAccept(addr, &pStream);
break;
case Disconnect:
handleDisconnect(addr, &pStream);
break;
case ConnectReject:
handleConnectReject(addr, &pStream);
break;
}
}
}
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// Connection handshaking basic overview:
// The torque engine does a two phase connect handshake to
// prevent a spoofed source address Denial-of-Service (DOS) attack
//
// Basically, the initiator of a connection (client) sends a
// Connect Challenge Request packet to the server to initiate the connection
// The server then hashes the source address of the client request
// with some random magic server data to come up with a 16-byte key that
// the client can then use to gain entry to the server.
// This way there are no partially active connection records on the
// server at all.
//
// The client then sends a Connect Request packet to the server,
// including any game specific data necessary to start a connection (a
// server password, for instance), along with the key the server sent
// on the Connect Challenge Response packet.
//
// The server, on receipt of the Connect Request, compares the
// entry key with a computed key, makes sure it can create the requested
// NetConnection subclass, and then passes all processing on to the connection
// instance.
//
// If the subclass reads and accepts he connect request successfully, the
// server sends a Connect Accept packet - otherwise the connection
// is rejected with the sendConnectReject function
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void NetInterface::sendConnectChallengeRequest(NetConnection *conn)
{
Con::printf("Sending Connect challenge Request");
BitStream *out = BitStream::getPacketStream();
out->write(U8(ConnectChallengeRequest));
out->write(conn->getSequence());
conn->mConnectSendCount++;
conn->mConnectLastSendTime = Platform::getVirtualMilliseconds();
BitStream::sendPacketStream(conn->getNetAddress());
}
void NetInterface::handleConnectChallengeRequest(const NetAddress *addr, BitStream *stream)
{
char buf[256];
Net::addressToString(addr, buf);
Con::printf("Got Connect challenge Request from %s", buf);
if(!mAllowConnections)
return;
U32 connectSequence;
stream->read(&connectSequence);
if(!mRandomDataInitialized)
initRandomData();
U32 addressDigest[4];
computeNetMD5(addr, connectSequence, addressDigest);
BitStream *out = BitStream::getPacketStream();
out->write(U8(ConnectChallengeResponse));
out->write(connectSequence);
out->write(addressDigest[0]);
out->write(addressDigest[1]);
out->write(addressDigest[2]);
out->write(addressDigest[3]);
BitStream::sendPacketStream(addr);
}
//-----------------------------------------------------------------------------
void NetInterface::handleConnectChallengeResponse(const NetAddress *address, BitStream *stream)
{
Con::printf("Got Connect challenge Response");
U32 connectSequence;
stream->read(&connectSequence);
NetConnection *conn = findPendingConnection(address, connectSequence);
if(!conn || conn->getConnectionState() != NetConnection::AwaitingChallengeResponse)
return;
U32 addressDigest[4];
stream->read(&addressDigest[0]);
stream->read(&addressDigest[1]);
stream->read(&addressDigest[2]);
stream->read(&addressDigest[3]);
conn->setAddressDigest(addressDigest);
conn->setConnectionState(NetConnection::AwaitingConnectResponse);
conn->mConnectSendCount = 0;
Con::printf("Sending Connect Request");
sendConnectRequest(conn);
}
//-----------------------------------------------------------------------------
void NetInterface::sendConnectRequest(NetConnection *conn)
{
BitStream *out = BitStream::getPacketStream();
out->write(U8(ConnectRequest));
out->write(conn->getSequence());
U32 addressDigest[4];
conn->getAddressDigest(addressDigest);
out->write(addressDigest[0]);
out->write(addressDigest[1]);
out->write(addressDigest[2]);
out->write(addressDigest[3]);
out->writeString(conn->getClassName());
conn->writeConnectRequest(out);
conn->mConnectSendCount++;
conn->mConnectLastSendTime = Platform::getVirtualMilliseconds();
BitStream::sendPacketStream(conn->getNetAddress());
}
//-----------------------------------------------------------------------------
void NetInterface::handleConnectRequest(const NetAddress *address, BitStream *stream)
{
if(!mAllowConnections)
return;
Con::printf("Got Connect Request");
U32 connectSequence;
stream->read(&connectSequence);
// see if the connection is in the main connection table:
NetConnection *connect = NetConnection::lookup(address);
if(connect && connect->getSequence() == connectSequence)
{
sendConnectAccept(connect);
return;
}
U32 addressDigest[4];
U32 computedAddressDigest[4];
stream->read(&addressDigest[0]);
stream->read(&addressDigest[1]);
stream->read(&addressDigest[2]);
stream->read(&addressDigest[3]);
computeNetMD5(address, connectSequence, computedAddressDigest);
if(addressDigest[0] != computedAddressDigest[0] ||
addressDigest[1] != computedAddressDigest[1] ||
addressDigest[2] != computedAddressDigest[2] ||
addressDigest[3] != computedAddressDigest[3])
return; // bogus connection attempt
if(connect)
{
if(connect->getSequence() > connectSequence)
return; // the existing connection should be kept - the incoming request is stale.
else
connect->deleteObject(); // disconnect this one, and allow the new one to be created.
}
char connectionClass[255];
stream->readString(connectionClass);
ConsoleObject *co = ConsoleObject::create(connectionClass);
NetConnection *conn = dynamic_cast<NetConnection *>(co);
if(!conn || !conn->canRemoteCreate())
{
delete co;
return;
}
conn->registerObject();
conn->setNetAddress(address);
conn->setNetworkConnection(true);
conn->setSequence(connectSequence);
const char *errorString = NULL;
if(!conn->readConnectRequest(stream, &errorString))
{
sendConnectReject(conn, errorString);
conn->deleteObject();
return;
}
conn->setNetworkConnection(true);
conn->onConnectionEstablished(false);
conn->setEstablished();
conn->setConnectSequence(connectSequence);
sendConnectAccept(conn);
}
//-----------------------------------------------------------------------------
void NetInterface::sendConnectAccept(NetConnection *conn)
{
BitStream *out = BitStream::getPacketStream();
out->write(U8(ConnectAccept));
out->write(conn->getSequence());
conn->writeConnectAccept(out);
BitStream::sendPacketStream(conn->getNetAddress());
}
void NetInterface::handleConnectAccept(const NetAddress *address, BitStream *stream)
{
U32 connectSequence;
stream->read(&connectSequence);
NetConnection *conn = findPendingConnection(address, connectSequence);
if(!conn || conn->getConnectionState() != NetConnection::AwaitingConnectResponse)
return;
const char *errorString = NULL;
if(!conn->readConnectAccept(stream, &errorString))
{
conn->handleStartupError(errorString);
removePendingConnection(conn);
conn->deleteObject();
return;
}
removePendingConnection(conn); // remove from the pending connection list
conn->setNetworkConnection(true);
conn->onConnectionEstablished(true); // notify the connection that it has been established
conn->setEstablished(); // installs the connection in the connection table, and causes pings/timeouts to happen
conn->setConnectSequence(connectSequence);
}
void NetInterface::sendConnectReject(NetConnection *conn, const char *reason)
{
if(!reason)
return; // if the stream is NULL, we reject silently
BitStream *out = BitStream::getPacketStream();
out->write(U8(ConnectReject));
out->write(conn->getSequence());
out->writeString(reason);
BitStream::sendPacketStream(conn->getNetAddress());
}
void NetInterface::handleConnectReject(const NetAddress *address, BitStream *stream)
{
U32 connectSequence;
stream->read(&connectSequence);
NetConnection *conn = findPendingConnection(address, connectSequence);
if(!conn || (conn->getConnectionState() != NetConnection::AwaitingChallengeResponse &&
conn->getConnectionState() != NetConnection::AwaitingConnectResponse))
return;
removePendingConnection(conn);
char reason[256];
stream->readString(reason);
conn->onConnectionRejected(reason);
conn->deleteObject();
}
void NetInterface::handleDisconnect(const NetAddress *address, BitStream *stream)
{
NetConnection *conn = NetConnection::lookup(address);
if(!conn)
return;
U32 connectSequence;
char reason[256];
stream->read(&connectSequence);
stream->readString(reason);
if(conn->getSequence() != connectSequence)
return;
conn->onDisconnect(reason);
conn->deleteObject();
}
void NetInterface::handleInfoPacket(const NetAddress *address, U8 packetType, BitStream *stream)
{
}
void NetInterface::processClient()
{
NetObject::collapseDirtyList(); // collapse all the mask bits...
for(NetConnection *walk = NetConnection::getConnectionList();
walk; walk = walk->getNext())
{
if(walk->isConnectionToServer() && (walk->isLocalConnection() || walk->isNetworkConnection()))
walk->checkPacketSend(false);
}
}
void NetInterface::processServer()
{
NetObject::collapseDirtyList(); // collapse all the mask bits...
for(NetConnection *walk = NetConnection::getConnectionList();
walk; walk = walk->getNext())
{
if(!walk->isConnectionToServer() && (walk->isLocalConnection() || walk->isNetworkConnection()))
walk->checkPacketSend(false);
}
}
void NetInterface::startConnection(NetConnection *conn)
{
addPendingConnection(conn);
conn->mConnectionSendCount = 0;
conn->setConnectSequence(Platform::getVirtualMilliseconds());
conn->setConnectionState(NetConnection::AwaitingChallengeResponse);
// This is a the client side of the connection, so set the connection to
// server flag. We need to set this early so that if the connection times
// out, its onRemove() will handle the cleanup properly.
conn->setIsConnectionToServer();
// Everything set, so send off the request.
sendConnectChallengeRequest(conn);
}
void NetInterface::sendDisconnectPacket(NetConnection *conn, const char *reason)
{
Con::printf("Issuing Disconnect packet.");
// send a disconnect packet...
U32 connectSequence = conn->getSequence();
BitStream *out = BitStream::getPacketStream();
out->write(U8(Disconnect));
out->write(connectSequence);
out->writeString(reason);
BitStream::sendPacketStream(conn->getNetAddress());
}
void NetInterface::checkTimeouts()
{
U32 time = Platform::getVirtualMilliseconds();
if(time > mLastTimeoutCheckTime + TimeoutCheckInterval)
{
for(U32 i = 0; i < mPendingConnections.size();)
{
NetConnection *pending = mPendingConnections[i];
if(pending->getConnectionState() == NetConnection::AwaitingChallengeResponse &&
time > pending->mConnectLastSendTime + ChallengeRetryTime)
{
if(pending->mConnectSendCount > ChallengeRetryCount)
{
pending->onConnectTimedOut();
removePendingConnection(pending);
pending->deleteObject();
continue;
}
else
sendConnectChallengeRequest(pending);
}
else if(pending->getConnectionState() == NetConnection::AwaitingConnectResponse &&
time > pending->mConnectLastSendTime + ConnectRetryTime)
{
if(pending->mConnectSendCount > ConnectRetryCount)
{
pending->onConnectTimedOut();
removePendingConnection(pending);
pending->deleteObject();
continue;
}
else
sendConnectRequest(pending);
}
i++;
}
mLastTimeoutCheckTime = time;
NetConnection *walk = NetConnection::getConnectionList();
while(walk)
{
NetConnection *next = walk->getNext();
if(walk->checkTimeout(time))
{
// this baddie timed out
walk->onTimedOut();
walk->deleteObject();
}
walk = next;
}
}
}
#define F1(x, y, z) (z ^ (x & (y ^ z)))
#define F2(x, y, z) F1(z, x, y)
#define F3(x, y, z) (x ^ y ^ z)
#define F4(x, y, z) (y ^ (x | ~z))
inline U32 rotlFixed(U32 x, unsigned int y)
{
return (x >> y) | (x << (32 - y));
}
#define MD5STEP(f, w, x, y, z, data, s) w = rotlFixed(w + f(x, y, z) + data, s) + x
void NetInterface::computeNetMD5(const NetAddress *address, U32 connectSequence, U32 digest[4])
{
digest[0] = 0x67452301L;
digest[1] = 0xefcdab89L;
digest[2] = 0x98badcfeL;
digest[3] = 0x10325476L;
U32 a, b, c, d;
a=digest[0];
b=digest[1];
c=digest[2];
d=digest[3];
U32 in[16];
in[0] = address->type;
in[1] = (U32(address->netNum[0]) << 24) |
(U32(address->netNum[1]) << 16) |
(U32(address->netNum[2]) << 8) |
(U32(address->netNum[3]));
in[2] = address->port;
in[3] = connectSequence;
for(U32 i = 0; i < 12; i++)
in[i + 4] = mRandomHashData[i];
MD5STEP(F1, a, b, c, d, in[0] + 0xd76aa478, 7);
MD5STEP(F1, d, a, b, c, in[1] + 0xe8c7b756, 12);
MD5STEP(F1, c, d, a, b, in[2] + 0x242070db, 17);
MD5STEP(F1, b, c, d, a, in[3] + 0xc1bdceee, 22);
MD5STEP(F1, a, b, c, d, in[4] + 0xf57c0faf, 7);
MD5STEP(F1, d, a, b, c, in[5] + 0x4787c62a, 12);
MD5STEP(F1, c, d, a, b, in[6] + 0xa8304613, 17);
MD5STEP(F1, b, c, d, a, in[7] + 0xfd469501, 22);
MD5STEP(F1, a, b, c, d, in[8] + 0x698098d8, 7);
MD5STEP(F1, d, a, b, c, in[9] + 0x8b44f7af, 12);
MD5STEP(F1, c, d, a, b, in[10] + 0xffff5bb1, 17);
MD5STEP(F1, b, c, d, a, in[11] + 0x895cd7be, 22);
MD5STEP(F1, a, b, c, d, in[12] + 0x6b901122, 7);
MD5STEP(F1, d, a, b, c, in[13] + 0xfd987193, 12);
MD5STEP(F1, c, d, a, b, in[14] + 0xa679438e, 17);
MD5STEP(F1, b, c, d, a, in[15] + 0x49b40821, 22);
MD5STEP(F2, a, b, c, d, in[1] + 0xf61e2562, 5);
MD5STEP(F2, d, a, b, c, in[6] + 0xc040b340, 9);
MD5STEP(F2, c, d, a, b, in[11] + 0x265e5a51, 14);
MD5STEP(F2, b, c, d, a, in[0] + 0xe9b6c7aa, 20);
MD5STEP(F2, a, b, c, d, in[5] + 0xd62f105d, 5);
MD5STEP(F2, d, a, b, c, in[10] + 0x02441453, 9);
MD5STEP(F2, c, d, a, b, in[15] + 0xd8a1e681, 14);
MD5STEP(F2, b, c, d, a, in[4] + 0xe7d3fbc8, 20);
MD5STEP(F2, a, b, c, d, in[9] + 0x21e1cde6, 5);
MD5STEP(F2, d, a, b, c, in[14] + 0xc33707d6, 9);
MD5STEP(F2, c, d, a, b, in[3] + 0xf4d50d87, 14);
MD5STEP(F2, b, c, d, a, in[8] + 0x455a14ed, 20);
MD5STEP(F2, a, b, c, d, in[13] + 0xa9e3e905, 5);
MD5STEP(F2, d, a, b, c, in[2] + 0xfcefa3f8, 9);
MD5STEP(F2, c, d, a, b, in[7] + 0x676f02d9, 14);
MD5STEP(F2, b, c, d, a, in[12] + 0x8d2a4c8a, 20);
MD5STEP(F3, a, b, c, d, in[5] + 0xfffa3942, 4);
MD5STEP(F3, d, a, b, c, in[8] + 0x8771f681, 11);
MD5STEP(F3, c, d, a, b, in[11] + 0x6d9d6122, 16);
MD5STEP(F3, b, c, d, a, in[14] + 0xfde5380c, 23);
MD5STEP(F3, a, b, c, d, in[1] + 0xa4beea44, 4);
MD5STEP(F3, d, a, b, c, in[4] + 0x4bdecfa9, 11);
MD5STEP(F3, c, d, a, b, in[7] + 0xf6bb4b60, 16);
MD5STEP(F3, b, c, d, a, in[10] + 0xbebfbc70, 23);
MD5STEP(F3, a, b, c, d, in[13] + 0x289b7ec6, 4);
MD5STEP(F3, d, a, b, c, in[0] + 0xeaa127fa, 11);
MD5STEP(F3, c, d, a, b, in[3] + 0xd4ef3085, 16);
MD5STEP(F3, b, c, d, a, in[6] + 0x04881d05, 23);
MD5STEP(F3, a, b, c, d, in[9] + 0xd9d4d039, 4);
MD5STEP(F3, d, a, b, c, in[12] + 0xe6db99e5, 11);
MD5STEP(F3, c, d, a, b, in[15] + 0x1fa27cf8, 16);
MD5STEP(F3, b, c, d, a, in[2] + 0xc4ac5665, 23);
MD5STEP(F4, a, b, c, d, in[0] + 0xf4292244, 6);
MD5STEP(F4, d, a, b, c, in[7] + 0x432aff97, 10);
MD5STEP(F4, c, d, a, b, in[14] + 0xab9423a7, 15);
MD5STEP(F4, b, c, d, a, in[5] + 0xfc93a039, 21);
MD5STEP(F4, a, b, c, d, in[12] + 0x655b59c3, 6);
MD5STEP(F4, d, a, b, c, in[3] + 0x8f0ccc92, 10);
MD5STEP(F4, c, d, a, b, in[10] + 0xffeff47d, 15);
MD5STEP(F4, b, c, d, a, in[1] + 0x85845dd1, 21);
MD5STEP(F4, a, b, c, d, in[8] + 0x6fa87e4f, 6);
MD5STEP(F4, d, a, b, c, in[15] + 0xfe2ce6e0, 10);
MD5STEP(F4, c, d, a, b, in[6] + 0xa3014314, 15);
MD5STEP(F4, b, c, d, a, in[13] + 0x4e0811a1, 21);
MD5STEP(F4, a, b, c, d, in[4] + 0xf7537e82, 6);
MD5STEP(F4, d, a, b, c, in[11] + 0xbd3af235, 10);
MD5STEP(F4, c, d, a, b, in[2] + 0x2ad7d2bb, 15);
MD5STEP(F4, b, c, d, a, in[9] + 0xeb86d391, 21);
digest[0]+=a;
digest[1]+=b;
digest[2]+=c;
digest[3]+=d;
}
ConsoleFunctionGroupBegin(NetInterface, "Global control functions for the netInterfaces.");
ConsoleFunction(allowConnections,void,2,2,"allowConnections(bool);")
{
argc;
GNet->setAllowsConnections(dAtob(argv[1]));
}
ConsoleFunctionGroupEnd(NetInterface);