ModernUO/Projects/UOContent/Accounting/AccountHandler.cs
Kamron Batman b34c8b32ef
perf(login): move password writes off-loop too, behind one mechanism
SetPassword derives a full Argon2 hash, so the [password command, the admin
gump, account creation and the XML import each cost ~8.9 ms of frozen world.
Only the login verify had been moved.

DRY-ing the two paths surfaced a correctness trap rather than just shared
code. ApplyPasswordUpgrade guarded by comparing the stored hash, which is
right for a login rehash -- do not clobber a newer password with a rehash of
the one it superseded -- but wrong for an explicit change: two changes
dispatched before either landed would drop the second and silently keep the
older password. Ordering is now a per-account dispatch sequence claimed on
the loop, which gives "newest wins" for both callers through one mechanism.
SetPassword bumps it as well, so an inline write also supersedes an in-flight
one.

One job type serves both: PasswordJob carries an optional verify phrase and
an optional hash phrase plus an OnComplete that runs on the loop, so a login
verifies and may rehash while a password change only hashes. The class is
PasswordWorker now, since verification no longer describes what it does.

PasswordWorker.SetPassword is the single entry point and falls back to
hashing inline when the gate is off or the queue is saturated -- unlike a
login, a password change must never be silently dropped, and it is rare
enough that the loop can absorb one.

The [password confirmation moves into the callback, because off the loop it
has not happened when the call returns. Account creation stays inline: it
gates the login flow, so deferring it restructures the accept path.
2026-08-08 12:25:49 -07:00

503 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;
}
[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 an Argon2 verify to the verification thread.
///
/// Argon2-stored accounts only: SHA/MD5 protections share a <c>HashAlgorithm</c> whose
/// <c>ComputeHash</c> is not thread safe, and cost microseconds anyway. Their one-time rehash
/// into Argon2 also stays here, costing a migrating account one 8.9 ms login exactly as today --
/// moving it would mean waiting on an upgrade that does not gate the verdict.
/// </summary>
private static PasswordCheckDispatch DispatchPasswordCheck(AccountLoginEventArgs e, Account acct, string pw)
{
if (!PasswordWorker.Enabled ||
AccountSecurity.CurrentAlgorithm != PasswordProtectionAlgorithm.Argon2 ||
acct.PasswordAlgorithm != PasswordProtectionAlgorithm.Argon2)
{
return PasswordCheckDispatch.Inline;
}
var needsUpgrade = acct.NeedsPasswordUpgrade();
var job = new PasswordJob
{
Account = acct,
State = e.State,
StoredHash = acct.Password,
VerifyPhrase = acct.GetVerifyPhrase(pw),
HashPhrase = needsUpgrade ? acct.GetRehashPhrase(pw) : null,
TargetAlgorithm = AccountSecurity.CurrentAlgorithm,
Sequence = needsUpgrade ? acct.BeginPasswordWrite() : 0,
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;
}
}