A full login hashed the password twice: once on the account login packet (0x80) and again on the game login (0x91). The second one re-authenticates a session authenticated milliseconds earlier, in the same process -- the auth id guarding it is only issued by PlayServer, which is reachable only after the first verify succeeded. Now that the id is bound to the account and address it was issued to, matching it is proof enough. Per-login game loop cost drops from ~17ms to ~8.5ms. An id that is unknown, expired, or from another address is treated as an invalid client and disconnected, which is what an unknown id already did. An id that is live but issued for a different account proves nothing, so that login falls back to verifying the password exactly as before. Also adds the missing return on the unknown-id path, which previously fell through with a default entry and nulled the client version. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
386 lines
12 KiB
C#
386 lines
12 KiB
C#
using System;
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using System.Buffers;
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using System.Collections.Generic;
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using System.Net;
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using System.Runtime.CompilerServices;
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using ModernUO.CodeGeneratedEvents;
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using Server.Accounting;
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using Server.Engines.CharacterCreation;
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using Server.Engines.Help;
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using Server.Logging;
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using Server.Network;
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using Server.Regions;
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namespace Server.Misc;
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public static class AccountHandler
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{
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private static readonly ILogger logger = LogFactory.GetLogger(typeof(AccountHandler));
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private static int MaxAccountsPerIP;
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private static bool AutoAccountCreation;
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private static readonly bool RestrictDeletion = !TestCenter.Enabled;
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private static readonly TimeSpan DeleteDelay = TimeSpan.FromDays(7.0);
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private static bool PasswordCommandEnabled;
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private static Dictionary<IPAddress, int> m_IPTable;
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private static readonly SearchValues<char> ForbiddenChars = SearchValues.Create("<>:\"/\\|?*");
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public static AccessLevel LockdownLevel { get; set; }
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public static Dictionary<IPAddress, int> IPTable
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{
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get
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{
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if (m_IPTable == null)
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{
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m_IPTable = new Dictionary<IPAddress, int>();
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foreach (Account a in Accounts.GetAccounts())
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{
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if (a.LoginIPs.Length > 0)
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{
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var ip = a.LoginIPs[0];
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m_IPTable[ip] = (m_IPTable.TryGetValue(ip, out var value) ? value : 0) + 1;
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}
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}
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}
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return m_IPTable;
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}
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}
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public static void Configure()
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{
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MaxAccountsPerIP = ServerConfiguration.GetOrUpdateSetting("accountHandler.maxAccountsPerIP", 1);
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AutoAccountCreation = ServerConfiguration.GetOrUpdateSetting("accountHandler.enableAutoAccountCreation", true);
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PasswordCommandEnabled = ServerConfiguration.GetOrUpdateSetting(
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"accountHandler.enablePlayerPasswordCommand",
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false
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);
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if (PasswordCommandEnabled)
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{
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CommandSystem.Register("Password", AccessLevel.Player, Password_OnCommand);
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}
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}
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public static void Initialize()
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{
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EventSink.AccountLogin += EventSink_AccountLogin;
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}
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[Usage("Password <newPassword> <repeatPassword>")]
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[Description(
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"Changes the password of the commanding players account. Requires the same C-class IP address as the account's creator."
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)]
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public static void Password_OnCommand(CommandEventArgs e)
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{
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var from = e.Mobile;
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if (from.Account is not Account acct)
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{
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return;
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}
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var accessList = acct.LoginIPs;
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if (accessList.Length == 0)
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{
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return;
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}
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var ns = from.NetState;
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if (ns == null)
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{
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return;
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}
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if (e.Length == 0)
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{
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from.SendMessage("You must specify the new password.");
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return;
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}
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if (e.Length == 1)
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{
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from.SendMessage("To prevent potential typing mistakes, you must type the password twice. Use the format:");
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from.SendMessage("Password \"(newPassword)\" \"(repeated)\"");
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return;
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}
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var pass = e.GetString(0);
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var pass2 = e.GetString(1);
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if (pass != pass2)
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{
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from.SendMessage("The passwords do not match.");
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return;
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}
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var isSafe = true;
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for (var i = 0; isSafe && i < pass.Length; ++i)
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{
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isSafe = pass[i] >= 0x20 && pass[i] < 0x7F;
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}
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if (!isSafe)
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{
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from.SendMessage("That is not a valid password.");
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return;
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}
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try
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{
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var ipAddress = ns.Address;
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if (accessList[0].MatchClassC(ipAddress))
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{
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acct.SetPassword(pass);
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from.SendMessage("The password to your account has changed.");
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}
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else
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{
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var entry = PageQueue.GetEntry(from);
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if (entry != null)
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{
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if (entry.Message.StartsWithOrdinal("[Automated: Change Password]"))
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{
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from.SendMessage("You already have a password change request in the help system queue.");
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}
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else
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{
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from.SendMessage("Your IP address does not match that which created this account.");
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}
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}
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else if (PageQueue.CheckAllowedToPage(from))
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{
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from.SendMessage(
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"Your IP address does not match that which created this account. A page has been entered into the help system on your behalf."
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);
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/* The next available Counselor/Game Master will respond as soon as possible.
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* Please check your Journal for messages every few minutes.
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*/
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from.SendLocalizedMessage(501234, "", 0x35);
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PageQueue.Enqueue(
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new PageEntry(
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from,
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$"[Automated: Change Password]<br>Desired password: {pass}<br>Current IP address: {ipAddress}<br>Account IP address: {accessList[0]}",
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PageType.Account
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)
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);
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}
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}
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}
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catch
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{
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// ignored
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}
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}
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public static void DeleteRequest(NetState state, int index)
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{
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if (state.Account is not Account acct)
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{
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state.Disconnect("Attempted to delete a character but the account could not be found.");
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return;
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}
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DeleteResultType res;
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if (index < 0 || index >= acct.Length)
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{
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res = DeleteResultType.BadRequest;
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}
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else
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{
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var m = acct[index];
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if (m == null)
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{
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res = DeleteResultType.CharNotExist;
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}
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else if (m.NetState != null)
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{
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res = DeleteResultType.CharBeingPlayed;
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}
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else if (acct.AccessLevel == AccessLevel.Player && RestrictDeletion && Core.Now < m.Created + DeleteDelay)
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{
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res = DeleteResultType.CharTooYoung;
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}
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// Don't need to check current location, if netstate is null, they're logged out
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else if (
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m.AccessLevel == AccessLevel.Player &&
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Region.Find(m.LogoutLocation, m.LogoutMap).IsPartOf<JailRegion>()
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)
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{
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res = DeleteResultType.BadRequest;
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}
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else
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{
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state.LogInfo($"Deleting character {index} ({m.Serial})");
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acct.Comments.Add(new AccountComment("System", $"Character #{index + 1} {m} deleted by {state}"));
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m.Delete();
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state.SendCharacterListUpdate(acct);
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return;
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}
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}
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state.SendCharacterDeleteResult(res);
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state.SendCharacterListUpdate(acct);
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}
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public static bool CanCreate(IPAddress ip) =>
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!IPTable.TryGetValue(ip, out var result) || result < MaxAccountsPerIP;
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static bool IsValidUsername(ReadOnlySpan<char> username) =>
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username.Length > 0 &&
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// Usernames must not start with a space, end with a space, or end with a period
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!username.StartsWith(' ') && !username.EndsWith(' ') && !username.EndsWith('.') &&
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!username.ContainsAny(ForbiddenChars);
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public static bool IsValidPassword(ReadOnlySpan<char> password) => password.Length > 0;
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private static Account CreateAccount(NetState state, string username, string password)
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{
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if (!IsValidUsername(username) || !IsValidPassword(password))
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{
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return null;
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}
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if (!CanCreate(state.Address))
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{
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logger.Information(
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$"Login: {{NetState}} Account '{{Username}}' not created, ip already has {{AccountCount}} account{(MaxAccountsPerIP == 1 ? "" : "s")}.",
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state,
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username,
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MaxAccountsPerIP
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);
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return null;
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}
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logger.Information("Login: {NetState}: Creating new account '{Username}'", state, username);
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return new Account(username, password);
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}
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public static void EventSink_AccountLogin(AccountLoginEventArgs e)
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{
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var un = e.Username;
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var pw = e.Password;
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e.Accepted = false;
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if (Accounts.GetAccount(un) is not Account acct)
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{
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// To prevent someone from making an account of just '' or a bunch of meaningless spaces
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if (AutoAccountCreation && !string.IsNullOrWhiteSpace(un))
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{
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e.State.Account = acct = CreateAccount(e.State, un, pw);
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e.Accepted = acct?.CheckAccess(e.State) ?? false;
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if (!e.Accepted)
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{
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e.RejectReason = ALRReason.BadComm;
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}
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}
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else
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{
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logger.Information("Login: {NetState} Invalid username '{Username}'", e.State, un);
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e.RejectReason = ALRReason.Invalid;
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}
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}
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else if (!acct.HasAccess(e.State))
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{
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logger.Information("Login: {NetState} Access denied for '{Username}'", e.State, un);
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e.RejectReason = LockdownLevel > AccessLevel.Player ? ALRReason.BadComm : ALRReason.BadPass;
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}
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else if (!acct.CheckPassword(pw))
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{
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logger.Information("Login: {NetState} Invalid password for '{Username}'", e.State, un);
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e.RejectReason = ALRReason.BadPass;
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}
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else if (acct.Banned)
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{
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logger.Information("Login: {NetState} Banned account '{Username}'", e.State, un);
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e.RejectReason = ALRReason.Blocked;
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}
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else
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{
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logger.Information("Login: {NetState} Valid credentials for '{Username}'", e.State, un);
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e.State.Account = acct;
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e.Accepted = true;
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acct.LogAccess(e.State);
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LoginAllowlist.RecordLogin(e.State?.Address);
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}
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}
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[OnEvent(nameof(GameServer.GameServerLoginEvent))]
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public static void OnGameServerLogin(GameServer.GameLoginEventArgs e)
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{
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var un = e.Username;
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var pw = e.Password;
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if (Accounts.GetAccount(un) is not Account acct)
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{
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e.Accepted = false;
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}
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else if (!acct.HasAccess(e.State))
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{
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logger.Information("Login: {NetState} Access denied for '{Username}'", e.State, un);
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e.Accepted = false;
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}
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// The auth id already vouched for this account from this address, and it was only issued
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// after the account login packet verified the password. Re-deriving the hash here costs
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// another full Argon2 verify to answer a question already answered.
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else if (!e.PreAuthenticated && !acct.CheckPassword(pw))
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{
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logger.Information("Login: {NetState} Invalid password for '{Username}'", e.State, un);
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e.Accepted = false;
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}
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else if (acct.Banned)
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{
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logger.Information("Login: {NetState} Banned account '{Username}'", e.State, un);
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e.Accepted = false;
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}
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else
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{
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acct.LogAccess(e.State);
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LoginAllowlist.RecordLogin(e.State?.Address);
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logger.Information("Login: {NetState} Account '{Username}' at character list", e.State, un);
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e.State.Account = acct;
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e.Accepted = true;
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e.CityInfo = CharacterCreation.GetStartingCities();
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}
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}
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public static bool CheckAccount(Mobile mobCheck, Mobile accCheck)
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{
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if (accCheck?.Account is Account a)
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{
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for (var i = 0; i < a.Length; ++i)
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{
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if (a[i] == mobCheck)
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{
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return true;
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}
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}
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}
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return false;
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}
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}
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