Files
go-mc/server/login.go
2022-06-19 17:46:55 +08:00

189 lines
4.9 KiB
Go

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{&timestamp, &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()
}