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

pull/251/head
rubidium42 3 years ago committed by rubidium42
parent 2e0f3799a8
commit e1cebe0ea0

@ -2188,6 +2188,7 @@ STR_NETWORK_ERROR_TIMEOUT_PASSWORD :{WHITE}You took
STR_NETWORK_ERROR_TIMEOUT_COMPUTER :{WHITE}Your computer is too slow to keep up with the server
STR_NETWORK_ERROR_TIMEOUT_MAP :{WHITE}Your computer took too long to download the map
STR_NETWORK_ERROR_TIMEOUT_JOIN :{WHITE}Your computer took too long to join the server
STR_NETWORK_ERROR_INVALID_CLIENT_NAME :{WHITE}Your player name is not valid
############ Leave those lines in this order!!
STR_NETWORK_ERROR_CLIENT_GENERAL :general error
@ -2210,6 +2211,7 @@ STR_NETWORK_ERROR_CLIENT_TIMEOUT_PASSWORD :received no pas
STR_NETWORK_ERROR_CLIENT_TIMEOUT_COMPUTER :general timeout
STR_NETWORK_ERROR_CLIENT_TIMEOUT_MAP :downloading map took too long
STR_NETWORK_ERROR_CLIENT_TIMEOUT_JOIN :processing map took too long
STR_NETWORK_ERROR_CLIENT_INVALID_CLIENT_NAME :invalid client name
############ End of leave-in-this-order
STR_NETWORK_ERROR_CLIENT_GUI_LOST_CONNECTION_CAPTION :{WHITE}Possible connection loss

@ -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);

@ -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);

@ -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);

@ -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,
};

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