Shutdown() drained pending writes and applied them. That accomplished nothing: no save runs on shutdown -- World.Save() is reachable only from the autosave timer and the console command, and HandleClosed merely waits for an in-progress write before Environment.Exit(0) -- so an applied write lands in an Account that is immediately discarded. It was justified as becoming correct once a shutdown save exists, which is building for a fix that does not. It also called Core.LoopContext.ExecuteTasks(), which is not a subscriber's to call. Pumping the shared context from inside a shutdown handler runs other subscribers' posted work at an arbitrary point in the event order. That drain belongs in the core, before the events, and is recorded as such in the follow-up handoff along with the ordering it requires. What is left is stopping the thread, which is the same on both paths, so shutdown and crash now share one implementation.
497 lines
16 KiB
C#
497 lines
16 KiB
C#
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<IPAddress, int> m_IPTable;
|
|
|
|
private static readonly SearchValues<char> ForbiddenChars = SearchValues.Create("<>:\"/\\|?*");
|
|
|
|
public static AccessLevel LockdownLevel { get; set; }
|
|
|
|
public static Dictionary<IPAddress, int> IPTable
|
|
{
|
|
get
|
|
{
|
|
if (m_IPTable == null)
|
|
{
|
|
m_IPTable = new Dictionary<IPAddress, int>();
|
|
|
|
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 <newPassword> <repeatPassword>")]
|
|
[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,
|
|
$"[Automated: Change Password]<br>Desired password: {pass}<br>Current IP address: {ipAddress}<br>Account IP address: {accessList[0]}",
|
|
PageType.Account
|
|
)
|
|
);
|
|
}
|
|
}
|
|
}
|
|
catch
|
|
{
|
|
// ignored
|
|
}
|
|
}
|
|
|
|
public static void DeleteRequest(NetState state, int index)
|
|
{
|
|
if (state.Account is not Account acct)
|
|
{
|
|
state.Disconnect("Attempted to delete a character but the account could not be found.");
|
|
return;
|
|
}
|
|
|
|
DeleteResultType res;
|
|
|
|
if (index < 0 || index >= acct.Length)
|
|
{
|
|
res = DeleteResultType.BadRequest;
|
|
}
|
|
else
|
|
{
|
|
var m = acct[index];
|
|
|
|
if (m == null)
|
|
{
|
|
res = DeleteResultType.CharNotExist;
|
|
}
|
|
else if (m.NetState != null)
|
|
{
|
|
res = DeleteResultType.CharBeingPlayed;
|
|
}
|
|
else if (acct.AccessLevel == AccessLevel.Player && RestrictDeletion && Core.Now < m.Created + DeleteDelay)
|
|
{
|
|
res = DeleteResultType.CharTooYoung;
|
|
}
|
|
// Don't need to check current location, if netstate is null, they're logged out
|
|
else if (
|
|
m.AccessLevel == AccessLevel.Player &&
|
|
Region.Find(m.LogoutLocation, m.LogoutMap).IsPartOf<JailRegion>()
|
|
)
|
|
{
|
|
res = DeleteResultType.BadRequest;
|
|
}
|
|
else
|
|
{
|
|
state.LogInfo($"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<char> 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<char> 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);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// 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.
|
|
/// </summary>
|
|
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);
|
|
}
|
|
|
|
/// <summary>Everything after the password is known good, shared so an off-loop verdict lands
|
|
/// in the same state as an inline one.</summary>
|
|
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
|
|
{
|
|
/// <summary>Verify on the loop.</summary>
|
|
Inline,
|
|
|
|
/// <summary>Handed to the worker; no verdict yet.</summary>
|
|
Deferred,
|
|
|
|
/// <summary>The queue is full.</summary>
|
|
Saturated
|
|
}
|
|
|
|
/// <summary>
|
|
/// 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:
|
|
/// <c>AccountSecurity.Configure</c> refuses anything below SHA2 as the configured algorithm, so
|
|
/// MD5 and SHA1 only appear as a stored hash awaiting migration. That makes
|
|
/// <c>NeedsPasswordUpgrade</c> true, and the upgrade hash dominates the job.
|
|
/// </summary>
|
|
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;
|
|
}
|
|
|
|
/// <summary>Resumes a login whose password check ran on the verification thread.</summary>
|
|
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;
|
|
}
|
|
}
|