Files
go-mc/server/login.go
2023-06-06 09:25:13 +08:00

183 lines
4.6 KiB
Go

package server
import (
"crypto/rand"
"crypto/rsa"
"fmt"
"sync"
"sync/atomic"
"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"
"github.com/Tnze/go-mc/yggdrasil/user"
"github.com/google/uuid"
)
// 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 *user.PublicKey, properties []user.Property, 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 the client by "LoginDisconnect" packet.
type LoginChecker interface {
CheckPlayer(name string, id uuid.UUID, protocol int32) (ok bool, reason chat.Message)
}
// Make sure MojangLoginHandler implement LoginHandler
var _ LoginHandler = (*MojangLoginHandler)(nil)
// MojangLoginHandler is a standard LoginHandler that implement both online and offline login progress.
// This implementation also supports custom LoginChecker.
// None of Custom login packets (also called LoginPluginRequest/Response) is supported for 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 an optional field and can be set to nil.
LoginChecker
// PrivateKey is the key used by encrypt the connection.
privateKey atomic.Pointer[rsa.PrivateKey]
lockPrivateKey sync.Mutex
}
func (d *MojangLoginHandler) getPrivateKey() (key *rsa.PrivateKey, err error) {
key = d.privateKey.Load()
if key != nil {
return
}
d.lockPrivateKey.Lock()
defer d.lockPrivateKey.Unlock()
key = d.privateKey.Load()
if key == nil {
key, err = rsa.GenerateKey(rand.Reader, 1024)
if err != nil {
return
}
d.privateKey.Store(key)
}
return
}
/*
var verifyToken [verifyTokenLen]byte
_, err := rand.Read(verifyToken[:])
if err != nil {
return nil, err
}
*/
// AcceptLogin implement LoginHandler for MojangLoginHandler
func (d *MojangLoginHandler) AcceptLogin(conn *net.Conn, protocol int32) (name string, id uuid.UUID, profilePubKey *user.PublicKey, properties []user.Property, 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
}
err = p.Scan(
(*pk.String)(&name), // decode username as pk.String
(*pk.UUID)(&id),
)
if err != nil {
return
}
// auth
if d.OnlineMode {
var serverKey *rsa.PrivateKey
serverKey, err = d.getPrivateKey()
if err != nil {
return
}
var resp *auth.Resp
// Auth, Encrypt
resp, err = auth.Encrypt(conn, name, serverKey)
if err != nil {
return
}
name = resp.Name
id = resp.ID
properties = 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 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()
}