The worker was Argon2-only and kept its own protection instance. Both are now unnecessary, but not for the reason the code gave. CreateIsolated() was justified by the RNG, which was wrong. Argon2's Verify is static-backed and stackalloc throughout, and the salt RNG is a stateless syscall wrapper -- neither has state to race over. The real blocker was HashAlgorithmPasswordProtection, which retains a HashAlgorithm carrying the running digest across HashCore/HashFinal, shared through process-wide singletons. Two threads there corrupt each other. That is fixed at the source: hashing now goes through the one-shot static APIs, which have no such state, allocate nothing, and produce identical bytes. Literal digests are pinned in a test first, because these are compared as strings against every account database -- any drift would lock out every SHA and MD5 account at once. PBKDF2 drew its iteration count from Utility.RandomMinMax, a shared System.Random that is both thread-unsafe and game state. It now uses the cryptographic RNG, matching the salt beside it. With all three safe, the worker no longer needs to know which algorithm it is running, and the dispatch conditions collapse to "is off-loop available". A cheap digest now pays a thread hop it does not need, which costs login latency we have already decided not to care about, and saves loop time we do.
501 lines
16 KiB
C#
501 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;
|
|
|
|
// Wired here because AssemblyHandler only discovers *public* static Configure/Initialize,
|
|
// and PasswordWorker is internal.
|
|
EventSink.Shutdown += PasswordWorker.Shutdown;
|
|
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 the loop the hash has not landed yet when
|
|
// this returns.
|
|
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>
|
|
/// Not an else-if branch in the caller because two of the outcomes are not verdicts: the
|
|
/// off-loop path produces 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 would want.
|
|
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 exactly
|
|
/// 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, as before.</summary>
|
|
Inline,
|
|
|
|
/// <summary>Handed to the verification thread; 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
|
|
/// to run off the loop, so there is no carve-out; a cheap digest pays a thread hop it does not
|
|
/// need, but login latency is not what this is protecting.
|
|
/// </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;
|
|
}
|
|
}
|