Add: [Network] Validate the client name server side, so no clients with invalid names can actually join

This commit is contained in:
rubidium42
2021-04-22 08:17:36 +02:00
committed by rubidium42
parent 2e0f3799a8
commit e1cebe0ea0
5 changed files with 38 additions and 22 deletions

View File

@@ -945,8 +945,12 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_JOIN(Packet *p)
break;
}
/* We need a valid name.. make it Player */
if (!NetworkIsValidClientName(name)) strecpy(name, "Player", lastof(name));
if (!NetworkIsValidClientName(name)) {
/* An invalid client name was given. However, the client ensures the name
* is valid before it is sent over the network, so something went horribly
* wrong. This is probably someone trying to troll us. */
return this->SendError(NETWORK_ERROR_INVALID_CLIENT_NAME);
}
if (!NetworkFindName(name, lastof(name))) { // Change name if duplicate
/* We could not create a name for this client */
@@ -1441,6 +1445,13 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_SET_NAME(Packet
if (this->HasClientQuit()) return NETWORK_RECV_STATUS_CONN_LOST;
if (ci != nullptr) {
if (!NetworkIsValidClientName(client_name)) {
/* An invalid client name was given. However, the client ensures the name
* is valid before it is sent over the network, so something went horribly
* wrong. This is probably someone trying to troll us. */
return this->SendError(NETWORK_ERROR_INVALID_CLIENT_NAME);
}
/* Display change */
if (NetworkFindName(client_name, lastof(client_name))) {
NetworkTextMessage(NETWORK_ACTION_NAME_CHANGE, CC_DEFAULT, false, ci->client_name, client_name);