Network: De-duplicate getting random bytes with fallback

pull/562/head
Jonathan G Rennison 1 year ago
parent b18d3c9603
commit 76a9e280c2

@ -1315,15 +1315,9 @@ static void NetworkGenerateServerId()
std::string NetworkGenerateRandomKeyString(uint bytes)
{
uint8 *key = AllocaM(uint8, bytes);
char *hex_output = AllocaM(char, bytes * 2);
NetworkRandomBytesWithFallback(key, bytes);
if (randombytes(key, bytes) < 0) {
/* Fallback poor-quality random */
DEBUG(misc, 0, "High quality random source unavailable");
for (uint i = 0; i < bytes; i++) {
key[i] = (uint8)InteractiveRandom();
}
}
char *hex_output = AllocaM(char, bytes * 2);
char txt[3];
for (uint i = 0; i < bytes; ++i) {
@ -1401,6 +1395,17 @@ void NetworkShutDown()
NetworkCoreShutdown();
}
void NetworkRandomBytesWithFallback(void *buf, size_t bytes)
{
if (randombytes(buf, bytes) < 0) {
/* Fallback poor-quality random */
DEBUG(net, 0, "High quality random source unavailable");
for (uint i = 0; i < bytes; i++) {
reinterpret_cast<byte *>(buf)[i] = (byte)InteractiveRandom();
}
}
}
#ifdef __EMSCRIPTEN__
extern "C" {

@ -156,4 +156,6 @@ std::string NormalizeConnectionString(const std::string &connection_string, uint
void ClientNetworkEmergencySave();
void NetworkRandomBytesWithFallback(void *buf, size_t n);
#endif /* NETWORK_INTERNAL_H */

@ -214,12 +214,9 @@ ServerNetworkGameSocketHandler::ServerNetworkGameSocketHandler(SOCKET s) : Netwo
this->receive_limit = _settings_client.network.bytes_per_frame_burst;
uint64 seeds[3];
if (randombytes(&seeds, sizeof(uint64) * lengthof(seeds)) < 0) {
/* Can't get random data, use InteractiveRandom */
for (uint64 &seed : seeds) {
seed = (uint64)(InteractiveRandom()) | (((uint64)(InteractiveRandom())) << 32);
}
}
static_assert(sizeof(seeds) == 24);
NetworkRandomBytesWithFallback(seeds, sizeof(seeds));
this->server_hash_bits = seeds[0];
this->rcon_hash_bits = seeds[1];
this->settings_hash_bits = seeds[2];

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