package server import ( "crypto/rsa" "crypto/x509" "errors" "fmt" "github.com/google/uuid" "io" "time" "unsafe" "github.com/Tnze/go-mc/chat" "github.com/Tnze/go-mc/data/packetid" "github.com/Tnze/go-mc/net" pk "github.com/Tnze/go-mc/net/packet" "github.com/Tnze/go-mc/offline" "github.com/Tnze/go-mc/server/auth" ) // LoginHandler is used to handle player login process, that is, // from clientbound "LoginStart" packet to serverbound "LoginSuccess" packet. type LoginHandler interface { AcceptLogin(conn *net.Conn, protocol int32) (name string, id uuid.UUID, profilePubKey *rsa.PublicKey, err error) } // LoginChecker is the interface to check if a player is allowed to log in the server. // The checking could be anything, server player number, protocol version, blacklist or whitelist. // If a player is not allowed to, the reason should be returned and will be sent to client by "LoginDisconnect" packet. type LoginChecker interface { CheckPlayer(name string, id uuid.UUID, protocol int32) (ok bool, reason chat.Message) } // MojangLoginHandler is a standard LoginHandler that implement both online and offline login progress. // This implementation also support custom LoginChecker. // None of Custom login packet (also called LoginPluginRequest/Response) is support by this implementation. // To do that, implement your own LoginHandler imitate this code. type MojangLoginHandler struct { // OnlineMode enables to check player's account. // And also encrypt the connection after login. OnlineMode bool // EnforceSecureProfile enforce to check the player's profile public key EnforceSecureProfile bool // Threshold set the smallest size of raw network payload to compress. // Set to 0 to compress all packets. Set to -1 to disable compression. Threshold int // LoginChecker is used to apply some checks before sending "LoginSuccess" packet // (e.g. blacklist or is server full). // This is optional field and can be set to nil. LoginChecker } // AcceptLogin implement LoginHandler for MojangLoginHandler func (d *MojangLoginHandler) AcceptLogin(conn *net.Conn, protocol int32) (name string, id uuid.UUID, profilePubKey *rsa.PublicKey, err error) { //login start var p pk.Packet err = conn.ReadPacket(&p) if err != nil { return } if p.ID != packetid.LoginStart { err = wrongPacketErr{expect: packetid.LoginStart, get: p.ID} return } var hasSignature pk.Boolean var timestamp pk.Long var profilePubKeyBytes pk.ByteArray var signature pk.ByteArray err = p.Scan( (*pk.String)(&name), &hasSignature, pk.Opt{ Has: &hasSignature, Field: pk.Tuple{×tamp, &profilePubKeyBytes, &signature}, }, ) //decode username as pk.String if err != nil { return } if hasSignature { if time.UnixMilli(int64(timestamp)).Before(time.Now()) || !auth.VerifySignature(profilePubKeyBytes, signature) { err = LoginFailErr{reason: chat.TranslateMsg("multiplayer.disconnect.invalid_public_key_signature")} return } } else if d.EnforceSecureProfile { err = LoginFailErr{reason: chat.TranslateMsg("multiplayer.disconnect.missing_public_key")} return } var properties []property //auth if d.OnlineMode { var resp *auth.Resp //Auth, Encrypt var key any key, err = x509.ParsePKIXPublicKey(profilePubKeyBytes) if err != nil { return } if rsaPubKey, ok := key.(*rsa.PublicKey); !ok { err = errors.New("expect RSA public key") return } else { profilePubKey = rsaPubKey } resp, err = auth.Encrypt(conn, name, profilePubKey) if err != nil { return } name = resp.Name id = resp.ID properties = *(*[]property)(unsafe.Pointer(&resp.Properties)) } else { // offline-mode UUID id = offline.NameToUUID(name) } //set compression if d.Threshold >= 0 { err = conn.WritePacket(pk.Marshal( packetid.LoginCompression, pk.VarInt(d.Threshold), )) if err != nil { return } conn.SetThreshold(d.Threshold) } // check if player can join (whitelist, blacklist, server full or something else) if d.LoginChecker != nil { if ok, result := d.CheckPlayer(name, id, protocol); !ok { // player is not allowed to join the server err = LoginFailErr{reason: result} return } } // send login success err = conn.WritePacket(pk.Marshal( packetid.LoginSuccess, pk.UUID(id), pk.String(name), pk.Array(properties), )) return } type GameProfile struct { ID uuid.UUID Name string } type property auth.Property func (p property) WriteTo(w io.Writer) (n int64, err error) { hasSignature := len(p.Signature) > 0 return pk.Tuple{ pk.String(p.Name), pk.String(p.Value), pk.Boolean(hasSignature), pk.Opt{ Has: hasSignature, Field: pk.String(p.Signature), }, }.WriteTo(w) } type wrongPacketErr struct { expect, get int32 } func (w wrongPacketErr) Error() string { return fmt.Sprintf("wrong packet id: expect %#02X, get %#02X", w.expect, w.get) } type LoginFailErr struct { reason chat.Message } func (l LoginFailErr) Error() string { return "login error: " + l.reason.ClearString() }