| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599600601602603604605606607608609610611612613614615616617618619620621622623624625626627628629630631632633634635636637638639640641642643644645646647648649650651652653654655 | //-----------------------------------------------------------------------------// Copyright (c) 2012 GarageGames, LLC//// Permission is hereby granted, free of charge, to any person obtaining a copy// of this software and associated documentation files (the "Software"), to// deal in the Software without restriction, including without limitation the// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or// sell copies of the Software, and to permit persons to whom the Software is// furnished to do so, subject to the following conditions://// The above copyright notice and this permission notice shall be included in// all copies or substantial portions of the Software.//// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS// IN THE SOFTWARE.//-----------------------------------------------------------------------------#include "platform/platform.h"#include "sim/netConnection.h"#include "sim/netInterface.h"#include "core/stream/bitStream.h"#include "math/mRandom.h"#include "core/util/journal/journal.h"#ifdef GGC_PLUGIN#include "GGCNatTunnel.h" extern void HandleGGCPacket(NetAddress* addr, unsigned char* data, U32 dataSize);#endifNetInterface *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(Journal::IsPlaying())      Journal::Read(&seed);   else if(Journal::IsRecording())      Journal::Write(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(NetAddress srcAddress, RawData packetData){   U32 dataSize = packetData.size;   BitStream pStream(packetData.data, dataSize);   // Determine what to do with this packet:   if(packetData.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(&srcAddress);      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 = &srcAddress;      if(packetType <= GameHeartbeat)         handleInfoPacket(addr, packetType, &pStream);#ifdef GGC_PLUGIN      else if (packetType == GGCPacket)      {         HandleGGCPacket(addr, (U8*)packetData.data, dataSize);      }#endif      else      {         // check if there's a connection already:         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, U32 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) + xvoid 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 allow);"   "@brief Sets whether or not the global NetInterface allows connections from remote hosts.\n\n"   "@param allow Set to true to allow remote connections.\n"   "@ingroup Networking\n"){   TORQUE_UNUSED(argc);   GNet->setAllowsConnections(dAtob(argv[1]));}ConsoleFunctionGroupEnd(NetInterface);
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