ModernUO/Projects/UOContent/Accounting/AccountHandler.cs
Kamron Batman 927c87702d
feat(network): allowlist false-positive IPs, escalate on behaviour
The shard owner, on a Starlink CGNAT address, was blocked by the imported
reputation blocklist. The cause was not CrowdSec: the address was a literal line
in ip-blocklist.txt, so BlocklistFilter denied it at accept and then promoted it.
Clearing the CrowdSec decision could not fix it either, because the file entry
re-reports within promoteSuppression of every reconnect.

Reputation feeds list shared consumer address space constantly. On CGNAT one
public address fronts many subscribers at the same time, so a single abusive
customer gets the address listed and everyone else behind it is blocked with
them; where leases rotate, a listing says little about whoever holds the address
now. So exemptions go where they cost nothing, and escalation is driven by what a
connection actually does.

GENERATOR (tools/Export-IpBlocklist.ps1)

- -AllowlistFile takes multiple paths, subtracted from the merged set before the
  output is written. Defaults to the operator's own ip-allowlist.txt (created
  once, never rewritten) plus one generated file per network carve-out.
- Subtraction is range-correct: an allowlisted address inside a blocked CIDR
  splits that CIDR around the hole instead of being ignored. This also fixes
  -ExcludeAnonymizers, which parsed CIDR entries and then only subtracted
  singles.
- Carve-outs are a table (name, ASN, reason, offline seed) rather than a
  hardcoded network, so covering another CGNAT provider is one row.
  -RefreshCarveouts re-fetches from the ASN's current routing announcements and
  collapses them; -Carveout '' subtracts none. Announcements rather than
  ownership records, because registry data disagrees with what is routed and caps
  its result sets.
- Editing an allowlist bypasses -MinInterval, so a just-added exemption is not
  indistinguishable from the allowlist not working.
- The shipped starlink carve-out costs ~0.1% of the list.

ALLOWLISTS

- FileAllowlist reads the same files the generator subtracts, so an operator
  entry means "leave this address alone" for real. Subtraction alone only covers
  being BLOCKED; behavioural detections never consult the blocklist, so without
  this a carve-out was quietly routed around and one scanner behind a shared
  address was enough to get everyone behind it firewalled. Reading the files also
  means an entry applies on the next reload rather than the next regeneration.
- LoginAllowlist is earned by authenticating, with a 90 day TTL because an
  address that logged in years ago is a stranger. Its own store rather than
  Account.LoginIPs, which has no timestamps and cannot be backfilled. An entry is
  evidence rather than a licence: 10 suppressed contributions in an hour revokes
  it, and a fresh login forgives the tally.
- Both are consulted only AFTER the blocklist has already matched, so a normal
  accept pays nothing for them and the accept gate stays allowlist-free.
- BanExemptions combines them behind BanChannel.IsExempt. Suppresses escalation
  only; every local defence still applies.

BEHAVIOURAL DETECTION

- silent-connect (reaped having sent zero bytes) and invalid-seed (a zero seed)
  are contributed. Both were already disconnected.
- ForeignProtocol positively identifies HTTP, TLS and SSH. Asking "is this a good
  UO client?" cannot work: LoginEncryption.ClientDecrypt is a byte-for-byte
  stream XOR, so a client with encryption on when the shard expects none sends a
  structurally perfect connection whose payload is noise. Nothing assumes arrival
  framing, since TCP has no message boundaries and a rule of the form "these
  bytes must arrive together" drops real players on poor links.
- Keyed on bytes-received rather than elapsed time throughout. A connection that
  sent something and ran out of time is far more likely a slow link, and banning
  those makes the player retry, trip the rate limiter, and compound it.
- AutoDenylist holds behavioural detections locally for 15 minutes, as an
  IConnectionFilter plus IBanReporter over one store so engine detection sites
  never reach into content. Closes the gap where a flood pays for a socket and a
  NetState per connection while waiting for an OS bouncer, and is the whole
  defence on a shard running none. Not persisted: a holding pen that survives
  restarts is a ban without a ban's review.
- BanReasons centralises the slugs. IsBehavioral is an opt-in set, not
  "everything except manual", so a future reason escalates normally instead of
  silently inheriting an exemption. The first cut of the exemption swallowed
  manual admin bans; this is why.

FIXES

- BanConfiguration.Settings was null until Configure() ran while the reap path
  dereferences it every Slice(), so a harness driving NetState.Slice() directly
  hit an NRE that looked flaky because it depended on test ordering.
- -AllowlistFile was typed [string] while documented and used as a list.

LAYOUT AND DOCS

Content network code moves out of Misc into UOContent/Network, one concern per
folder. Namespaces are untouched, so these are pure file moves.
dev-docs/ip-bans-and-allowlists.md documents the subsystem, leading with the
operator process for unblocking a player -- including the three things that look
sufficient and are not: deleting the CrowdSec decision alone, editing
ip-blocklist.txt by hand, and cscli allowlists alone.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-30 18:31:34 -07:00

383 lines
12 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.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;
}
[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))
{
acct.SetPassword(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 if (!acct.CheckPassword(pw))
{
logger.Information("Login: {NetState} Invalid password for '{Username}'", e.State, un);
e.RejectReason = ALRReason.BadPass;
}
else if (acct.Banned)
{
logger.Information("Login: {NetState} Banned account '{Username}'", e.State, un);
e.RejectReason = ALRReason.Blocked;
}
else
{
logger.Information("Login: {NetState} Valid credentials for '{Username}'", e.State, un);
e.State.Account = acct;
e.Accepted = true;
acct.LogAccess(e.State);
LoginAllowlist.RecordLogin(e.State?.Address);
}
}
[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;
}
else if (!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;
}
}