using System; using System.Buffers; using System.Collections.Generic; using System.Net; using System.Runtime.CompilerServices; using ModernUO.CodeGeneratedEvents; using Server.Accounting; using Server.Accounting.Security; using Server.Engines.CharacterCreation; using Server.Engines.Help; using Server.Logging; using Server.Network; using Server.Regions; namespace Server.Misc; public static class AccountHandler { private static readonly ILogger logger = LogFactory.GetLogger(typeof(AccountHandler)); private static int MaxAccountsPerIP; private static bool AutoAccountCreation; private static readonly bool RestrictDeletion = !TestCenter.Enabled; private static readonly TimeSpan DeleteDelay = TimeSpan.FromDays(7.0); private static bool PasswordCommandEnabled; private static Dictionary m_IPTable; private static readonly SearchValues ForbiddenChars = SearchValues.Create("<>:\"/\\|?*"); public static AccessLevel LockdownLevel { get; set; } public static Dictionary IPTable { get { if (m_IPTable == null) { m_IPTable = new Dictionary(); foreach (Account a in Accounts.GetAccounts()) { if (a.LoginIPs.Length > 0) { var ip = a.LoginIPs[0]; m_IPTable[ip] = (m_IPTable.TryGetValue(ip, out var value) ? value : 0) + 1; } } } return m_IPTable; } } public static void Configure() { MaxAccountsPerIP = ServerConfiguration.GetOrUpdateSetting("accountHandler.maxAccountsPerIP", 1); AutoAccountCreation = ServerConfiguration.GetOrUpdateSetting("accountHandler.enableAutoAccountCreation", true); PasswordCommandEnabled = ServerConfiguration.GetOrUpdateSetting( "accountHandler.enablePlayerPasswordCommand", false ); if (PasswordCommandEnabled) { CommandSystem.Register("Password", AccessLevel.Player, Password_OnCommand); } } public static void Initialize() { EventSink.AccountLogin += EventSink_AccountLogin; EventSink.Shutdown += PasswordWorker.Stop; EventSink.ServerCrashed += PasswordWorker.OnCrashed; } [Usage("Password ")] [Description( "Changes the password of the commanding players account. Requires the same C-class IP address as the account's creator." )] public static void Password_OnCommand(CommandEventArgs e) { var from = e.Mobile; if (from.Account is not Account acct) { return; } var accessList = acct.LoginIPs; if (accessList.Length == 0) { return; } var ns = from.NetState; if (ns == null) { return; } if (e.Length == 0) { from.SendMessage("You must specify the new password."); return; } if (e.Length == 1) { from.SendMessage("To prevent potential typing mistakes, you must type the password twice. Use the format:"); from.SendMessage("Password \"(newPassword)\" \"(repeated)\""); return; } var pass = e.GetString(0); var pass2 = e.GetString(1); if (pass != pass2) { from.SendMessage("The passwords do not match."); return; } var isSafe = true; for (var i = 0; isSafe && i < pass.Length; ++i) { isSafe = pass[i] >= 0x20 && pass[i] < 0x7F; } if (!isSafe) { from.SendMessage("That is not a valid password."); return; } try { var ipAddress = ns.Address; if (accessList[0].MatchClassC(ipAddress)) { // Confirmed from the callback: off-loop the write has not landed yet here. PasswordWorker.SetPassword( acct, pass, _ => from.SendMessage("The password to your account has changed.") ); } else { var entry = PageQueue.GetEntry(from); if (entry != null) { if (entry.Message.StartsWithOrdinal("[Automated: Change Password]")) { from.SendMessage("You already have a password change request in the help system queue."); } else { from.SendMessage("Your IP address does not match that which created this account."); } } else if (PageQueue.CheckAllowedToPage(from)) { from.SendMessage( "Your IP address does not match that which created this account. A page has been entered into the help system on your behalf." ); /* The next available Counselor/Game Master will respond as soon as possible. * Please check your Journal for messages every few minutes. */ from.SendLocalizedMessage(501234, "", 0x35); PageQueue.Enqueue( new PageEntry( from, $"[Automated: Change Password]
Desired password: {pass}
Current IP address: {ipAddress}
Account IP address: {accessList[0]}", PageType.Account ) ); } } } catch { // ignored } } public static void DeleteRequest(NetState state, int index) { if (state.Account is not Account acct) { state.Disconnect("Attempted to delete a character but the account could not be found."); return; } DeleteResultType res; if (index < 0 || index >= acct.Length) { res = DeleteResultType.BadRequest; } else { var m = acct[index]; if (m == null) { res = DeleteResultType.CharNotExist; } else if (m.NetState != null) { res = DeleteResultType.CharBeingPlayed; } else if (acct.AccessLevel == AccessLevel.Player && RestrictDeletion && Core.Now < m.Created + DeleteDelay) { res = DeleteResultType.CharTooYoung; } // Don't need to check current location, if netstate is null, they're logged out else if ( m.AccessLevel == AccessLevel.Player && Region.Find(m.LogoutLocation, m.LogoutMap).IsPartOf() ) { res = DeleteResultType.BadRequest; } else { state.LogInfo($"Deleting character {index} ({m.Serial})"); acct.Comments.Add(new AccountComment("System", $"Character #{index + 1} {m} deleted by {state}")); m.Delete(); state.SendCharacterListUpdate(acct); return; } } state.SendCharacterDeleteResult(res); state.SendCharacterListUpdate(acct); } public static bool CanCreate(IPAddress ip) => !IPTable.TryGetValue(ip, out var result) || result < MaxAccountsPerIP; [MethodImpl(MethodImplOptions.AggressiveInlining)] public static bool IsValidUsername(ReadOnlySpan username) => username.Length > 0 && // Usernames must not start with a space, end with a space, or end with a period !username.StartsWith(' ') && !username.EndsWith(' ') && !username.EndsWith('.') && !username.ContainsAny(ForbiddenChars); [MethodImpl(MethodImplOptions.AggressiveInlining)] public static bool IsValidPassword(ReadOnlySpan password) => password.Length > 0; private static Account CreateAccount(NetState state, string username, string password) { if (!IsValidUsername(username) || !IsValidPassword(password)) { return null; } if (!CanCreate(state.Address)) { logger.Information( $"Login: {{NetState}} Account '{{Username}}' not created, ip already has {{AccountCount}} account{(MaxAccountsPerIP == 1 ? "" : "s")}.", state, username, MaxAccountsPerIP ); return null; } logger.Information("Login: {NetState}: Creating new account '{Username}'", state, username); return new Account(username, password); } public static void EventSink_AccountLogin(AccountLoginEventArgs e) { var un = e.Username; var pw = e.Password; e.Accepted = false; if (Accounts.GetAccount(un) is not Account acct) { // To prevent someone from making an account of just '' or a bunch of meaningless spaces if (AutoAccountCreation && !string.IsNullOrWhiteSpace(un)) { e.State.Account = acct = CreateAccount(e.State, un, pw); e.Accepted = acct?.CheckAccess(e.State) ?? false; if (!e.Accepted) { e.RejectReason = ALRReason.BadComm; } } else { logger.Information("Login: {NetState} Invalid username '{Username}'", e.State, un); e.RejectReason = ALRReason.Invalid; } } else if (!acct.HasAccess(e.State)) { logger.Information("Login: {NetState} Access denied for '{Username}'", e.State, un); e.RejectReason = LockdownLevel > AccessLevel.Player ? ALRReason.BadComm : ALRReason.BadPass; } else { HandlePasswordCheck(e, acct, pw); } } /// /// Separate from the caller's else-if chain because two outcomes are not verdicts: the off-loop /// path has none yet, and a full queue must reject rather than fall through and verify. /// private static void HandlePasswordCheck(AccountLoginEventArgs e, Account acct, string pw) { switch (DispatchPasswordCheck(e, acct, pw)) { case PasswordCheckDispatch.Deferred: { e.Deferred = true; return; } case PasswordCheckDispatch.Saturated: { // Reject rather than verify inline: steering work back onto the loop is what a // flood wants. logger.Warning( "Login: {NetState} Password verification queue full, rejecting '{Username}'", e.State, acct.Username ); e.RejectReason = ALRReason.BadComm; return; } } if (!acct.CheckPassword(pw)) { logger.Information("Login: {NetState} Invalid password for '{Username}'", e.State, acct.Username); e.RejectReason = ALRReason.BadPass; return; } ApplyVerifiedLogin(e, acct); } /// Everything after the password is known good, shared so an off-loop verdict lands /// in the same state as an inline one. private static void ApplyVerifiedLogin(AccountLoginEventArgs e, Account acct) { if (acct.Banned) { logger.Information("Login: {NetState} Banned account '{Username}'", e.State, acct.Username); e.RejectReason = ALRReason.Blocked; return; } logger.Information("Login: {NetState} Valid credentials for '{Username}'", e.State, acct.Username); e.State.Account = acct; e.Accepted = true; acct.LogAccess(e.State); LoginAllowlist.RecordLogin(e.State?.Address); } private enum PasswordCheckDispatch { /// Verify on the loop. Inline, /// Handed to the worker; no verdict yet. Deferred, /// The queue is full. Saturated } /// /// Hands the password check to the worker, whatever algorithm it uses. Every protection is safe /// off the loop, so there is no carve-out, and a cheap digest does not need one either: /// AccountSecurity.Configure refuses anything below SHA2 as the configured algorithm, so /// MD5 and SHA1 only appear as a stored hash awaiting migration. That makes /// NeedsPasswordUpgrade true, and the upgrade hash dominates the job. /// private static PasswordCheckDispatch DispatchPasswordCheck(AccountLoginEventArgs e, Account acct, string pw) { if (!PasswordWorker.Enabled) { return PasswordCheckDispatch.Inline; } var job = new PasswordJob { Account = acct, State = e.State, StoredHash = acct.Password, StoredAlgorithm = acct.PasswordAlgorithm, VerifyPhrase = acct.GetVerifyPhrase(pw), HashPhrase = acct.NeedsPasswordUpgrade() ? acct.GetRehashPhrase(pw) : null, TargetAlgorithm = AccountSecurity.CurrentAlgorithm, OnComplete = static (j, outcome) => CompleteDeferredAccountLogin(j.State, j.Account, outcome.Verified) }; return PasswordWorker.TryEnqueue(job) ? PasswordCheckDispatch.Deferred : PasswordCheckDispatch.Saturated; } /// Resumes a login whose password check ran on the verification thread. internal static void CompleteDeferredAccountLogin(NetState state, Account acct, bool verified) { var e = new AccountLoginEventArgs(state, acct.Username, null); if (verified) { ApplyVerifiedLogin(e, acct); } else { logger.Information("Login: {NetState} Invalid password for '{Username}'", state, acct.Username); e.RejectReason = ALRReason.BadPass; } IncomingAccountPackets.CompleteAccountLogin(state, e.Accepted, e.RejectReason); } [OnEvent(nameof(GameServer.GameServerLoginEvent))] public static void OnGameServerLogin(GameServer.GameLoginEventArgs e) { var un = e.Username; var pw = e.Password; if (Accounts.GetAccount(un) is not Account acct) { e.Accepted = false; } else if (!acct.HasAccess(e.State)) { logger.Information("Login: {NetState} Access denied for '{Username}'", e.State, un); e.Accepted = false; } // The auth id was only issued after the account login packet verified this password, so // re-deriving the hash costs a second Argon2 verify to answer the same question. else if (!e.PreAuthenticated && !acct.CheckPassword(pw)) { logger.Information("Login: {NetState} Invalid password for '{Username}'", e.State, un); e.Accepted = false; } else if (acct.Banned) { logger.Information("Login: {NetState} Banned account '{Username}'", e.State, un); e.Accepted = false; } else { acct.LogAccess(e.State); LoginAllowlist.RecordLogin(e.State?.Address); logger.Information("Login: {NetState} Account '{Username}' at character list", e.State, un); e.State.Account = acct; e.Accepted = true; e.CityInfo = CharacterCreation.GetStartingCities(); } } public static bool CheckAccount(Mobile mobCheck, Mobile accCheck) { if (accCheck?.Account is Account a) { for (var i = 0; i < a.Length; ++i) { if (a[i] == mobCheck) { return true; } } } return false; } }