Use password hash for network server and rcon passwords

This commit is contained in:
Jonathan G Rennison
2019-08-20 20:04:34 +01:00
parent 0299eaa45f
commit 17c054a650
3 changed files with 29 additions and 11 deletions

View File

@@ -325,8 +325,12 @@ ClientNetworkGameSocketHandler * ClientNetworkGameSocketHandler::my_client = nul
static uint32 last_ack_frame;
/** One bit of 'entropy' used to generate a salt for the company passwords. */
static uint32 _password_game_seed;
/** The other bit of 'entropy' used to generate a salt for the company passwords. */
static uint32 _company_password_game_seed;
/** One bit of 'entropy' used to generate a salt for the server passwords. */
static uint32 _server_password_game_seed;
/** One bit of 'entropy' used to generate a salt for the rcon passwords. */
static uint32 _rcon_password_game_seed;
/** One bit of 'entropy' used to generate a salt for the settings passwords. */
static char _password_server_id[NETWORK_SERVER_ID_LENGTH];
/** Maximum number of companies of the currently joined server. */
@@ -394,7 +398,7 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::SendNewGRFsOk()
NetworkRecvStatus ClientNetworkGameSocketHandler::SendGamePassword(const char *password)
{
Packet *p = new Packet(PACKET_CLIENT_GAME_PASSWORD);
p->Send_string(password);
p->Send_string(GenerateCompanyPasswordHash(password, _password_server_id, _server_password_game_seed));
my_client->SendPacket(p);
return NETWORK_RECV_STATUS_OKAY;
}
@@ -406,7 +410,7 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::SendGamePassword(const char *p
NetworkRecvStatus ClientNetworkGameSocketHandler::SendCompanyPassword(const char *password)
{
Packet *p = new Packet(PACKET_CLIENT_COMPANY_PASSWORD);
p->Send_string(GenerateCompanyPasswordHash(password, _password_server_id, _password_game_seed));
p->Send_string(GenerateCompanyPasswordHash(password, _password_server_id, _company_password_game_seed));
my_client->SendPacket(p);
return NETWORK_RECV_STATUS_OKAY;
}
@@ -504,7 +508,7 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::SendSetPassword(const char *pa
{
Packet *p = new Packet(PACKET_CLIENT_SET_PASSWORD);
p->Send_string(GenerateCompanyPasswordHash(password, _password_server_id, _password_game_seed));
p->Send_string(GenerateCompanyPasswordHash(password, _password_server_id, _company_password_game_seed));
my_client->SendPacket(p);
return NETWORK_RECV_STATUS_OKAY;
}
@@ -541,7 +545,7 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::SendQuit()
NetworkRecvStatus ClientNetworkGameSocketHandler::SendRCon(const char *pass, const char *command)
{
Packet *p = new Packet(PACKET_CLIENT_RCON);
p->Send_string(pass);
p->Send_string(GenerateCompanyPasswordHash(pass, _password_server_id, _rcon_password_game_seed));
p->Send_string(command);
my_client->SendPacket(p);
return NETWORK_RECV_STATUS_OKAY;
@@ -556,7 +560,7 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::SendMove(CompanyID company, co
{
Packet *p = new Packet(PACKET_CLIENT_MOVE);
p->Send_uint8(company);
p->Send_string(GenerateCompanyPasswordHash(password, _password_server_id, _password_game_seed));
p->Send_string(GenerateCompanyPasswordHash(password, _password_server_id, _company_password_game_seed));
my_client->SendPacket(p);
return NETWORK_RECV_STATUS_OKAY;
}
@@ -773,6 +777,10 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_NEED_GAME_PASSW
if (this->status < STATUS_JOIN || this->status >= STATUS_AUTH_GAME) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
this->status = STATUS_AUTH_GAME;
_server_password_game_seed = p->Recv_uint32();
p->Recv_string(_password_server_id, sizeof(_password_server_id));
if (this->HasClientQuit()) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
const char *password = _network_join_server_password;
if (!StrEmpty(password)) {
return SendGamePassword(password);
@@ -788,7 +796,7 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_NEED_COMPANY_PA
if (this->status < STATUS_JOIN || this->status >= STATUS_AUTH_COMPANY) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
this->status = STATUS_AUTH_COMPANY;
_password_game_seed = p->Recv_uint32();
_company_password_game_seed = p->Recv_uint32();
p->Recv_string(_password_server_id, sizeof(_password_server_id));
if (this->HasClientQuit()) return NETWORK_RECV_STATUS_MALFORMED_PACKET;
@@ -810,7 +818,9 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_WELCOME(Packet
_network_own_client_id = (ClientID)p->Recv_uint32();
/* Initialize the password hash salting variables, even if they were previously. */
_password_game_seed = p->Recv_uint32();
_company_password_game_seed = p->Recv_uint32();
_server_password_game_seed = p->Recv_uint32();
_rcon_password_game_seed = p->Recv_uint32();
p->Recv_string(_password_server_id, sizeof(_password_server_id));
/* Start receiving the map */