ModernUO/Projects/UOContent/Network/Packets/IncomingAccountPackets.cs
Kamron Batman f33bcd6006
fix: Bind the login auth id to its account and drop the redundant verify (#2564)
## What

- Bind the login auth id to the account **and** origin address that earned it, make it a CSPRNG draw, expire it after two minutes, and spend it only once its owner presents it.
- Skip the password verify on `GameLogin` (0x91) when the presented id vouches for the submitted username and address.

## Why

A full client login hashes the password twice — `AccountLogin` (0x80) and then `GameLogin` (0x91). At the current Argon2 parameters that is **most of a 16 ms frame each, on the single-threaded game loop**, for every login attempt.

The second verify is redundant. `GameLogin` already requires an id from `_authIDWindow`, and that window is only populated by `GenerateAuthID`, called from `PlayServer` — reachable only after 0x80 has already authenticated the account **in this same process**. ModernUO Gateway has its own auth-id passing mechanism and is out of scope here.

## Why the id needed hardening first

Skipping the verify promotes the id from a correlation token to a bearer token, and it was not one:

- drawn from `Utility.Random` → `BuiltInRng`, a non-cryptographic PRNG
- bound to nothing — `AuthIDPersistence` carried only `Age` and `Version`
- never expiring; `Age` was only read to pick an eviction victim

A guessed id got you nothing while the password was still checked. Without that check it would have been an account takeover, so the id is now a CSPRNG draw, single-use, two-minute TTL, and bound to both the account and the origin address.

What remains is observing a live id on the client's network or machine — which the server cannot defend against under any design, and which already yields the password itself, since the client transmits it in the same handshake.

Network switching mid-login is deliberately unsupported.

## Behaviour

A full verify was always required before this change, and ids never expired, so every "before" is a password check.

| Case | Before | After |
|---|---|---|
| Id absent | Disconnect | Disconnect |
| Address mismatch | Verify | **Disconnect** |
| Account mismatch | Verify | **Disconnect** |
| Expired | Verify | **Verify** |
| Id vouches | Verify | **Skip** |

No case grants access the previous code would have denied. Expiry deliberately falls back to the verify rather than disconnecting — a player can idle, and turning that into a lockout would be a regression for no gain.

## Look, then take

An id is not consumed until the presenter has shown it is theirs. Removing it first would let anyone who lands on a live id burn it, and its owner would arrive to `"Unable to find auth id."` and have to log in again over a packet they had no part in.

The **address is compared before the account**, so a guesser from anywhere else is rejected before a username is ever looked at. That is what makes it safe to leave the id in place on a mismatch: there is no username-enumeration risk to trade against, and the only presenter who could enumerate is already on the victim's own address.

## The window is not a cap

It was 128 entries with the oldest evicted to make room. That is a cap on *concurrent logins*, not a resource bound: 800 people picking a server at once would have live ids discarded and those clients would arrive to `"Unable to find auth id."` — a failed login caused by nothing except other people logging in.

Issuing now sweeps expired entries and lets the window grow if everything in it is still live. Unbounded is safe here: an entry costs a **successful** password verify to create and dies after two minutes, so its size tracks logins genuinely in flight.

Removing an id when its connection drops is not an option, and this was checked rather than assumed — `NetState.cs:787` disconnects the login connection *deliberately*, immediately after the id is issued, and that disconnect is never cancelled. Surviving it is the whole purpose of the id. Expiry is the only correct reclamation.

## Handshake hardening

Choosing a server queues a disconnect, but the queue drains on the *next* slice, so a client pipelining into the same recv buffer can reach the handshake handlers again. Two had no do-once guard:

- `LoginServerSeed` (0xEF) now rejects when `state.Seeded` is already set.
- `PlayServer` (0xA0) now rejects when `state.AuthId != 0` — otherwise a connection that had already spent its id would be handed the spent one back.

Issuing is also idempotent (`EnsureAuthId`), so a connection holds exactly one id by construction and an orphan is impossible rather than something to clean up. The login state machine itself is untouched.

Also fixes a fall-through: the "Unable to find auth id" branch disconnected without returning, then continued with a default entry and nulled `state.Version`.

## Testing

`ConsumeAuthId` is a seam with no `NetState` dependency, so the auth decision is tested directly: vouching, account mismatch, address mismatch, case-insensitive usernames, IPv4-mapped-IPv6, unknown ids, single-use by the owner, **a rejected attempt leaving the id redeemable**, expiry-into-verify, and an 800-id login rush that must evict nobody. Expiry is driven by moving `Core._now`, not by waiting. Every new clause was verified to discriminate by removing it and confirming only its own tests fail.

## Cost

Halves the per-login game-loop cost. This does not make hashing cheaper or move it off the loop — that is gated on a measurement described in `docs/handoffs/2026-08-07-off-loop-argon2-hashing.md`.
2026-08-08 09:25:42 -07:00

634 lines
20 KiB
C#

/*************************************************************************
* ModernUO *
* Copyright 2019-2026 - ModernUO Development Team *
* Email: hi@modernuo.com *
* File: IncomingAccountPackets.cs *
* *
* This program is free software: you can redistribute it and/or modify *
* it under the terms of the GNU General Public License as published by *
* the Free Software Foundation, either version 3 of the License, or *
* (at your option) any later version. *
* *
* You should have received a copy of the GNU General Public License *
* along with this program. If not, see <http://www.gnu.org/licenses/>. *
*************************************************************************/
using System;
using System.Buffers;
using System.Collections.Generic;
using System.IO;
using System.Net;
using System.Security.Cryptography;
using Server.Accounting;
using Server.Engines.CharacterCreation;
using Server.Misc;
using Server.Mobiles;
namespace Server.Network;
public static class IncomingAccountPackets
{
// Initial capacity and the point at which issuing sweeps expired ids. Not a cap; the window
// grows rather than evicting a live id.
private const int _authIDWindowSize = 128;
private static int _authIdPurgeThreshold = _authIDWindowSize;
// The gap between PlayServerAck and the game login is seconds. Bounds how long a stolen id
// stays usable.
private static readonly TimeSpan _authIDLifetime = TimeSpan.FromMinutes(2.0);
private static readonly Dictionary<int, AuthIDPersistence> _authIDWindow =
new(_authIDWindowSize);
internal struct AuthIDPersistence
{
public DateTime Age;
public readonly ClientVersion Version;
// GameLogin skips its password verify when both match, so the id is a bearer token and has
// to be bound to whatever earned it.
public readonly IAccount Account;
public readonly IPAddress Address;
public AuthIDPersistence(ClientVersion v, IAccount account, IPAddress address)
{
Age = Core.Now;
Version = v;
Account = account;
Address = Utility.Intern(address);
}
}
internal enum AuthIdResult
{
// No such id, or it was issued for a different account or address.
Rejected,
// Right account and address, too old to stand in for the verify. Idling on the server list
// is normal, so this falls back to the password check rather than becoming a lockout.
Expired,
// Issued to this account, from this address, recently. Stands in for the password verify.
Vouched
}
public static unsafe void Configure()
{
IncomingPackets.Register(0x00, &CreateCharacter, 104, outgameOnly: true);
IncomingPackets.Register(0x5D, &PlayCharacter, 73, outgameOnly: true);
IncomingPackets.Register(0x80, &AccountLogin, 62, outgameOnly: true);
IncomingPackets.Register(0x83, &DeleteCharacter, 39, outgameOnly: true);
IncomingPackets.Register(0x91, &GameLogin, 65, outgameOnly: true);
IncomingPackets.Register(0xA0, &PlayServer, 3, outgameOnly: true);
IncomingPackets.Register(0xBD, &ClientVersion);
IncomingPackets.Register(0xE1, &ClientType);
IncomingPackets.Register(0xEF, &LoginServerSeed, 21, outgameOnly: true);
IncomingPackets.Register(0xF8, &CreateCharacter, 106, outgameOnly: true);
}
public static void CreateCharacter(NetState state, SpanReader reader)
{
reader.Seek(9, SeekOrigin.Current);
/*
var unk1 = reader.ReadInt32();
var unk2 = reader.ReadInt32();
int unk3 = reader.ReadByte();
*/
var name = reader.ReadLatin1Safe(30);
reader.Seek(2, SeekOrigin.Current);
var flags = reader.ReadInt32();
reader.Seek(8, SeekOrigin.Current);
int prof = reader.ReadByte();
reader.Seek(15, SeekOrigin.Current);
var genderRace = reader.ReadByte();
// Strength, Dex, Intelligence
byte[] stats = [reader.ReadByte(), reader.ReadByte(), reader.ReadByte()];
var skills = new (SkillName, byte)[state.NewCharacterCreation ? 4 : 3];
skills[0] = ((SkillName)reader.ReadByte(), reader.ReadByte());
skills[1] = ((SkillName)reader.ReadByte(), reader.ReadByte());
skills[2] = ((SkillName)reader.ReadByte(), reader.ReadByte());
if (state.NewCharacterCreation)
{
skills[3] = ((SkillName)reader.ReadByte(), reader.ReadByte());
}
int hue = reader.ReadUInt16();
int hairVal = reader.ReadInt16();
int hairHue = reader.ReadInt16();
int hairValf = reader.ReadInt16();
int hairHuef = reader.ReadInt16();
reader.ReadByte();
int cityIndex = reader.ReadByte();
reader.Seek(8, SeekOrigin.Current);
/*
var charSlot = reader.ReadInt32();
var clientIP = reader.ReadInt32();
*/
int shirtHue = reader.ReadInt16();
int pantsHue = reader.ReadInt16();
/*
Pre-7.0.0.0:
0x00, 0x01 -> Human Male, Human Female
0x02, 0x03 -> Elf Male, Elf Female
Post-7.0.0.0:
0x00, 0x01
0x02, 0x03 -> Human Male, Human Female
0x04, 0x05 -> Elf Male, Elf Female
0x05, 0x06 -> Gargoyle Male, Gargoyle Female
*/
var female = genderRace % 2 != 0;
var raceID = state.StygianAbyss ? (byte)(genderRace < 4 ? 0 : genderRace / 2 - 1) : (byte)(genderRace / 2);
var race = Race.Races[raceID] ?? Race.DefaultRace;
var info = state.CityInfo;
var a = state.Account;
if (info == null || a == null || cityIndex >= info.Length)
{
state.Disconnect("Invalid city selected during character creation.");
return;
}
// Check if anyone is using this account
for (var i = 0; i < a.Length; ++i)
{
var check = a[i];
if (check != null && check.Map != Map.Internal)
{
state.LogInfo("Account in use");
state.SendPopupMessage(PMMessage.CharInWorld);
return;
}
}
state.Flags = (ClientFlags)flags;
var args = new CharacterCreatedEventArgs(
state,
a,
name,
female,
hue,
stats,
info[cityIndex],
skills,
shirtHue,
pantsHue,
hairVal,
hairHue,
hairValf,
hairHuef,
prof,
race
);
state.SendClientVersionRequest();
state.BlockAllPackets = true;
CharacterCreation.CharacterCreatedEvent(args);
var m = args.Mobile;
if (m != null)
{
state.Mobile = m;
m.NetState = state;
new LoginTimer(state, m).Start();
}
else
{
state.BlockAllPackets = false;
state.Disconnect("Character creation blocked.");
}
}
public static void DeleteCharacter(NetState state, SpanReader reader)
{
reader.Seek(30, SeekOrigin.Current);
var index = reader.ReadInt32();
AccountHandler.DeleteRequest(state, index);
}
public static void ClientVersion(NetState state, SpanReader reader)
{
var version = state.Version = new ClientVersion(reader.ReadAscii());
// Record RTT if this is a response to our probe
state.RecordRttMeasurement();
ClientVerification.ClientVersionReceived(state, version);
}
public static void ClientType(NetState state, SpanReader reader)
{
reader.ReadUInt16();
int type = reader.ReadUInt16();
var version = state.Version = new ClientVersion(reader.ReadAscii());
// Record RTT if this is a response to our probe
state.RecordRttMeasurement();
ClientVerification.ClientVersionReceived(state, version);
}
public static void PlayCharacter(NetState state, SpanReader reader)
{
reader.Seek(36, SeekOrigin.Current); // 4 = 0xEDEDEDED, 30 = Name, 2 = unknown
var flags = reader.ReadInt32();
reader.Seek(24, SeekOrigin.Current);
var charSlot = reader.ReadInt32();
reader.Seek(4, SeekOrigin.Current); // var clientIP = reader.ReadInt32();
var a = state.Account;
if (a == null || charSlot < 0 || charSlot >= a.Length)
{
state.Disconnect("Invalid character slot selected.");
return;
}
var m = a[charSlot];
// Check if anyone is using this account
for (var i = 0; i < a.Length; ++i)
{
var check = a[i];
if (check != null && check.Map != Map.Internal && check != m)
{
state.LogInfo("Account in use");
state.SendPopupMessage(PMMessage.CharInWorld);
return;
}
}
if (m == null)
{
state.Disconnect("Empty character slot selected.");
return;
}
m.NetState?.Disconnect("Character selected for a player already logged in.");
state.SendClientVersionRequest();
state.BlockAllPackets = true;
state.Flags = (ClientFlags)flags;
state.Mobile = m;
m.NetState = state;
new LoginTimer(state, m).Start();
}
public static void DoLogin(this NetState state, Mobile m)
{
state.SendLoginConfirmation(m);
state.SendMapChange(m.Map);
state.SendMapPatches();
state.SendSeasonChange((byte)m.GetSeason(), true);
state.SendSupportedFeature();
state.ResetMovementState();
state.SendMobileUpdate(m);
state.SendMobileUpdate(m);
m.CheckLightLevels(true);
state.SendMobileUpdate(m);
state.SendMobileIncoming(m, m);
state.SendMobileStatus(m);
state.SendSetWarMode(m.Warmode);
m.SendEverything();
state.SendSupportedFeature();
state.SendMobileUpdate(m);
state.SendMobileStatus(m);
state.SendSetWarMode(m.Warmode);
state.SendMobileIncoming(m, m);
state.SendLoginComplete();
state.SendCurrentTime();
state.SendSeasonChange((byte)m.GetSeason(), true);
state.SendMapChange(m.Map);
state.SendPlayMusic(m.Region.Music);
if (m is PlayerMobile pm)
{
PlayerMobile.PlayerLoginEvent(pm);
}
}
private static int GenerateAuthID(this NetState state) =>
EnsureAuthId(state.AuthId, state.Account, state.Address, state.Version);
/// <summary>
/// One id per connection, by construction. Choosing a server queues a disconnect that is not
/// drained until the next slice, so a client pipelining another select into the same buffer
/// arrives here again; handing back the id it already holds cannot orphan one.
/// </summary>
internal static int EnsureAuthId(int existingAuthId, IAccount account, IPAddress address, ClientVersion version)
=> existingAuthId != 0 ? existingAuthId : RegisterAuthId(account, address, version);
internal static int RegisterAuthId(IAccount account, IPAddress address, ClientVersion version)
{
// Sweep the ids left behind by clients that picked a server and never arrived, but never
// evict a live one to make room -- the client holding it is on its way to redeem it. If all
// are live the window grows, which is a login rush, not a backlog. Each entry costs a
// successful password verify, so the size is self-limiting.
if (_authIDWindow.Count >= _authIdPurgeThreshold)
{
PurgeExpiredAuthIds();
_authIdPurgeThreshold = Math.Max(_authIDWindowSize, _authIDWindow.Count * 2);
}
int authID;
// The id stands in for a password verify, so it has to be unguessable. Zero is reserved:
// GameLogin reads state.AuthId == 0 as "no auth id was issued".
do
{
authID = RandomNumberGenerator.GetInt32(int.MinValue, int.MaxValue);
} while (authID == 0 || _authIDWindow.ContainsKey(authID));
_authIDWindow[authID] = new AuthIDPersistence(version, account, address);
return authID;
}
/// <summary>
/// Spends an auth id, but only for the account and address it was issued to. An address
/// mismatch is <see cref="AuthIdResult.Rejected"/> rather than a fallback: network switching
/// mid-login is not supported.
/// </summary>
internal static AuthIdResult ConsumeAuthId(int authId, string username, IPAddress address, out AuthIDPersistence entry)
{
if (!_authIDWindow.TryGetValue(authId, out entry))
{
return AuthIdResult.Rejected;
}
// Look, then take: removing before ownership is proven would let anyone landing on a live id
// burn it, leaving its owner to log in again. Address before username, so a remote guesser
// never learns whether a username matched.
if (!Utility.Intern(address).Equals(entry.Address)
|| entry.Account == null || !username.InsensitiveEquals(entry.Account.Username))
{
entry = default;
return AuthIdResult.Rejected;
}
// Theirs, so spend it. Expired counts as spent; it has done all it is ever going to do.
_authIDWindow.Remove(authId);
return Core.Now - entry.Age > _authIDLifetime ? AuthIdResult.Expired : AuthIdResult.Vouched;
}
private static void PurgeExpiredAuthIds()
{
var now = Core.Now;
foreach (var (key, entry) in _authIDWindow)
{
if (now - entry.Age > _authIDLifetime)
{
_authIDWindow.Remove(key);
}
}
}
internal static void ClearAuthIdWindow()
{
_authIDWindow.Clear();
_authIdPurgeThreshold = _authIDWindowSize;
}
internal static int AuthIdWindowCount => _authIDWindow.Count;
public static void GameLogin(NetState state, SpanReader reader)
{
if (state.SentFirstPacket)
{
state.Disconnect("Duplicate game login packet received.");
return;
}
state.SentFirstPacket = true;
var authId = reader.ReadInt32();
if (state.AuthId != 0 && authId != state.AuthId || state.AuthId == 0 && authId != state.Seed)
{
state.LogInfo("Invalid client detected, disconnecting...");
state.Disconnect("Invalid auth id in game login packet.");
return;
}
var username = reader.ReadLatin1Safe(30);
var password = reader.ReadLatin1Safe(30);
var authResult = ConsumeAuthId(authId, username, state.Address, out var ap);
if (authResult == AuthIdResult.Rejected)
{
state.LogInfo("Invalid client detected, disconnecting...");
state.Disconnect("Unable to find auth id.");
return;
}
state.Version = ap.Version;
state.Seeded = true;
// Expired carries a usable entry; only the password verify skip is withheld.
var e = new GameServer.GameLoginEventArgs(
state,
username,
password,
authResult == AuthIdResult.Vouched
);
GameServer.GameServerLoginEvent(e);
if (e.Accepted)
{
state.CityInfo = e.CityInfo;
// Comment out these lines to turn off huffman compression
state.CompressionEnabled = true;
state.SendSupportedFeature();
state.SendCharacterList();
}
else
{
state.Disconnect("Login rejected by GameLogin packet handler.");
}
}
public static void PlayServer(NetState state, SpanReader reader)
{
// A server is picked once per connection. Picking again hands back an id this connection may
// already have spent on a game login, which the client could never redeem.
if (state.AuthId != 0)
{
state.Disconnect("Duplicate play server packet sent.");
return;
}
int index = reader.ReadInt16();
var info = state.ServerInfo;
var a = state.Account;
if (info == null || a == null || index < 0 || index >= info.Length)
{
state.Disconnect("Invalid server selected.");
}
else
{
var si = info[index];
state.AuthId = state.GenerateAuthID();
state.SentFirstPacket = false;
state.SendPlayServerAck(si, state.AuthId);
}
}
public static void LoginServerSeed(NetState state, SpanReader reader)
{
// Seeding happens once per connection. A second one restarts a handshake this connection
// already completed, which no real client does.
if (state.Seeded)
{
state.Disconnect("Duplicate login server seed packet sent.");
return;
}
state.Seed = reader.ReadInt32();
state.Seeded = true;
if (state.Seed == 0)
{
state.LogInfo("Invalid client detected, disconnecting");
state.Disconnect("Invalid client detected");
return;
}
var clientMaj = reader.ReadInt32();
var clientMin = reader.ReadInt32();
var clientRev = reader.ReadInt32();
var clientPat = reader.ReadInt32();
state.Version = new ClientVersion(clientMaj, clientMin, clientRev, clientPat);
}
public static void AccountLogin(NetState state, SpanReader reader)
{
if (state.SentFirstPacket)
{
state.Disconnect("Duplicate account login packet sent.");
return;
}
state.SentFirstPacket = true;
var username = reader.ReadLatin1Safe(30);
var password = reader.ReadLatin1Safe(30);
var accountLoginEventArgs = new AccountLoginEventArgs(state, username, password);
EventSink.InvokeAccountLogin(accountLoginEventArgs);
if (accountLoginEventArgs.Accepted)
{
var serverListEventArgs = new GatewayServer.ServerListEventArgs(state, state.Account);
GatewayServer.ServerListEvent(serverListEventArgs);
if (serverListEventArgs.Rejected)
{
state.Account = null;
AccountLogin_ReplyRej(state, ALRReason.BadComm);
}
else
{
state.ServerInfo = serverListEventArgs.Servers.ToArray();
state.SendAccountLoginAck();
}
}
else
{
state.Account = null;
AccountLogin_ReplyRej(state, accountLoginEventArgs.RejectReason);
}
}
private static void AccountLogin_ReplyRej(this NetState state, ALRReason reason)
{
state.SendAccountLoginRejected(reason);
state.Disconnect($"Account login rejected due to {reason}");
}
private class LoginTimer : Timer
{
private readonly Mobile _mobile;
private readonly NetState _state;
public LoginTimer(NetState state, Mobile m) : base(TimeSpan.FromMilliseconds(64), TimeSpan.FromMilliseconds(64))
{
_state = state;
_mobile = m;
}
protected override void OnTick()
{
if (_state != null)
{
if (_state.Account == null)
{
_state.Disconnect("Account was deleted during the login process.");
}
else if (_mobile == null)
{
_state.Disconnect("Player was deleted during the login process.");
}
else if (_state.Version != null)
{
_state.BlockAllPackets = false;
DoLogin(_state, _mobile);
}
else // Waiting to receive the client version before we continue the login process
{
return;
}
}
Stop();
}
}
}