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mirror of https://github.com/OpenTTD/OpenTTD.git synced 2025-08-19 04:29:09 +00:00

Add: [Network] Validate the client name server side, so no clients with invalid names can actually join

This commit is contained in:
rubidium42
2021-04-22 08:17:36 +02:00
committed by rubidium42
parent 2e0f3799a8
commit e1cebe0ea0
5 changed files with 38 additions and 22 deletions

View File

@@ -314,6 +314,7 @@ StringID GetNetworkErrorMsg(NetworkErrorCode err)
STR_NETWORK_ERROR_CLIENT_TIMEOUT_COMPUTER,
STR_NETWORK_ERROR_CLIENT_TIMEOUT_MAP,
STR_NETWORK_ERROR_CLIENT_TIMEOUT_JOIN,
STR_NETWORK_ERROR_CLIENT_INVALID_CLIENT_NAME,
};
static_assert(lengthof(network_error_strings) == NETWORK_ERROR_END);

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@@ -668,26 +668,27 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_CLIENT_INFO(Pac
NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_ERROR(Packet *p)
{
static const StringID network_error_strings[] = {
STR_NETWORK_ERROR_LOSTCONNECTION, // NETWORK_ERROR_GENERAL
STR_NETWORK_ERROR_LOSTCONNECTION, // NETWORK_ERROR_DESYNC
STR_NETWORK_ERROR_LOSTCONNECTION, // NETWORK_ERROR_SAVEGAME_FAILED
STR_NETWORK_ERROR_LOSTCONNECTION, // NETWORK_ERROR_CONNECTION_LOST
STR_NETWORK_ERROR_LOSTCONNECTION, // NETWORK_ERROR_ILLEGAL_PACKET
STR_NETWORK_ERROR_LOSTCONNECTION, // NETWORK_ERROR_NEWGRF_MISMATCH
STR_NETWORK_ERROR_SERVER_ERROR, // NETWORK_ERROR_NOT_AUTHORIZED
STR_NETWORK_ERROR_SERVER_ERROR, // NETWORK_ERROR_NOT_EXPECTED
STR_NETWORK_ERROR_WRONG_REVISION, // NETWORK_ERROR_WRONG_REVISION
STR_NETWORK_ERROR_LOSTCONNECTION, // NETWORK_ERROR_NAME_IN_USE
STR_NETWORK_ERROR_WRONG_PASSWORD, // NETWORK_ERROR_WRONG_PASSWORD
STR_NETWORK_ERROR_SERVER_ERROR, // NETWORK_ERROR_COMPANY_MISMATCH
STR_NETWORK_ERROR_KICKED, // NETWORK_ERROR_KICKED
STR_NETWORK_ERROR_CHEATER, // NETWORK_ERROR_CHEATER
STR_NETWORK_ERROR_SERVER_FULL, // NETWORK_ERROR_FULL
STR_NETWORK_ERROR_TOO_MANY_COMMANDS, // NETWORK_ERROR_TOO_MANY_COMMANDS
STR_NETWORK_ERROR_TIMEOUT_PASSWORD, // NETWORK_ERROR_TIMEOUT_PASSWORD
STR_NETWORK_ERROR_TIMEOUT_COMPUTER, // NETWORK_ERROR_TIMEOUT_COMPUTER
STR_NETWORK_ERROR_TIMEOUT_MAP, // NETWORK_ERROR_TIMEOUT_MAP
STR_NETWORK_ERROR_TIMEOUT_JOIN, // NETWORK_ERROR_TIMEOUT_JOIN
STR_NETWORK_ERROR_LOSTCONNECTION, // NETWORK_ERROR_GENERAL
STR_NETWORK_ERROR_LOSTCONNECTION, // NETWORK_ERROR_DESYNC
STR_NETWORK_ERROR_LOSTCONNECTION, // NETWORK_ERROR_SAVEGAME_FAILED
STR_NETWORK_ERROR_LOSTCONNECTION, // NETWORK_ERROR_CONNECTION_LOST
STR_NETWORK_ERROR_LOSTCONNECTION, // NETWORK_ERROR_ILLEGAL_PACKET
STR_NETWORK_ERROR_LOSTCONNECTION, // NETWORK_ERROR_NEWGRF_MISMATCH
STR_NETWORK_ERROR_SERVER_ERROR, // NETWORK_ERROR_NOT_AUTHORIZED
STR_NETWORK_ERROR_SERVER_ERROR, // NETWORK_ERROR_NOT_EXPECTED
STR_NETWORK_ERROR_WRONG_REVISION, // NETWORK_ERROR_WRONG_REVISION
STR_NETWORK_ERROR_LOSTCONNECTION, // NETWORK_ERROR_NAME_IN_USE
STR_NETWORK_ERROR_WRONG_PASSWORD, // NETWORK_ERROR_WRONG_PASSWORD
STR_NETWORK_ERROR_SERVER_ERROR, // NETWORK_ERROR_COMPANY_MISMATCH
STR_NETWORK_ERROR_KICKED, // NETWORK_ERROR_KICKED
STR_NETWORK_ERROR_CHEATER, // NETWORK_ERROR_CHEATER
STR_NETWORK_ERROR_SERVER_FULL, // NETWORK_ERROR_FULL
STR_NETWORK_ERROR_TOO_MANY_COMMANDS, // NETWORK_ERROR_TOO_MANY_COMMANDS
STR_NETWORK_ERROR_TIMEOUT_PASSWORD, // NETWORK_ERROR_TIMEOUT_PASSWORD
STR_NETWORK_ERROR_TIMEOUT_COMPUTER, // NETWORK_ERROR_TIMEOUT_COMPUTER
STR_NETWORK_ERROR_TIMEOUT_MAP, // NETWORK_ERROR_TIMEOUT_MAP
STR_NETWORK_ERROR_TIMEOUT_JOIN, // NETWORK_ERROR_TIMEOUT_JOIN
STR_NETWORK_ERROR_INVALID_CLIENT_NAME, // NETWORK_ERROR_INVALID_CLIENT_NAME
};
static_assert(lengthof(network_error_strings) == NETWORK_ERROR_END);

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@@ -945,8 +945,12 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_JOIN(Packet *p)
break;
}
/* We need a valid name.. make it Player */
if (!NetworkIsValidClientName(name)) strecpy(name, "Player", lastof(name));
if (!NetworkIsValidClientName(name)) {
/* An invalid client name was given. However, the client ensures the name
* is valid before it is sent over the network, so something went horribly
* wrong. This is probably someone trying to troll us. */
return this->SendError(NETWORK_ERROR_INVALID_CLIENT_NAME);
}
if (!NetworkFindName(name, lastof(name))) { // Change name if duplicate
/* We could not create a name for this client */
@@ -1441,6 +1445,13 @@ NetworkRecvStatus ServerNetworkGameSocketHandler::Receive_CLIENT_SET_NAME(Packet
if (this->HasClientQuit()) return NETWORK_RECV_STATUS_CONN_LOST;
if (ci != nullptr) {
if (!NetworkIsValidClientName(client_name)) {
/* An invalid client name was given. However, the client ensures the name
* is valid before it is sent over the network, so something went horribly
* wrong. This is probably someone trying to troll us. */
return this->SendError(NETWORK_ERROR_INVALID_CLIENT_NAME);
}
/* Display change */
if (NetworkFindName(client_name, lastof(client_name))) {
NetworkTextMessage(NETWORK_ACTION_NAME_CHANGE, CC_DEFAULT, false, ci->client_name, client_name);

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@@ -132,6 +132,7 @@ enum NetworkErrorCode {
NETWORK_ERROR_TIMEOUT_COMPUTER,
NETWORK_ERROR_TIMEOUT_MAP,
NETWORK_ERROR_TIMEOUT_JOIN,
NETWORK_ERROR_INVALID_CLIENT_NAME,
NETWORK_ERROR_END,
};