Opened 3 years ago
Closed 3 years ago
#5913 closed defect (fixed)
Hide ip and port from users until they want to join, add optional password
Reported by: | Stan | Owned by: | Angen user1 |
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Priority: | Release Blocker | Milestone: | Alpha 24 |
Component: | Multiplayer lobby | Keywords: | |
Cc: | user1 | Patch: | Phab:D3184 Phab:D3473 Phab:D3490 |
Description (last modified by )
The lobby currently displays the IPs of the users. this should not happen.
- Phab:D3184 Actual Issue
- Phab:D3473 Leftovers in lobby code
- Phab:D3490 Fix for users without STUN
Change History (11)
comment:1 by , 3 years ago
Milestone: | Alpha 25 → Alpha 24 |
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comment:2 by , 3 years ago
Owner: | set to |
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comment:3 by , 3 years ago
comment:5 by , 3 years ago
Resolution: | → fixed |
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Status: | new → closed |
comment:7 by , 3 years ago
Resolution: | fixed |
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Status: | closed → reopened |
we need to remove scripts from svn
comment:8 by , 3 years ago
Patch: | Phab:D3184 → Phab:D3184 Phab:D3473 |
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comment:9 by , 3 years ago
Description: | modified (diff) |
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Patch: | Phab:D3184 Phab:D3473 → Phab:D3184 Phab:D3473 Phab:D3490 |
comment:11 by , 3 years ago
Resolution: | → fixed |
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Status: | reopened → closed |
Closing again - the above revisions closed up remaining issues.
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In 24728:
Hide ip and port from users until they want to join, add optional password
Current issue with the lobby, is that we make ips of hosts public for anyone to read. This patch consists of 3 parts. 1.) Removing ips and ports from lobby javascript 2.) Removing need of script on the server to attach public ips to game stanza by asking the host using xmppclient as proxy. 3.) Implementing password protected matches, to deny this information to not trusted players.
Further description: Do not send ports and stunip to the bots.
Removed from stanza. Do not send ip to the lobby.
Removed from mapping gamelist from backend to gui (still on the backend side, because it is done by script on 0ad server). Get ip and ports on request when trying to connect.
On the host side, ask stun server what is host's public ip and remember it. On the client side, send iq through xmppclient to the hosting player and ask for ip, port and if Stun is used, then if answer is success, continue
with connecting, else fail. Add optional password for matches.
Add password required identifier to the stanza. Allow host to setup password for the match. Hash it on the host side and store inside Netserver. If no password is given, matches will behave as it is not required. On the client side, if password for the match is required, show additional window before trying to connect and ask for password, then hash it and send with iq request for ip, port and stun. Server will answer with ip, port and stun only if passwords matches, else will asnwer with error string. Some security: Passwords are hashed before sending, so it is not easy to guess what users typed. (per wraitii) Hashes are using different salt as lobby hashing and not using usernames as salt (as that is not doable), so they are different even typing the same password as for the lobby account. Client remembers which user was asked for connection data and iq's id of request. If answer doesn't match these things, it is ignored. (thnx user1) Every request for connection data is logged with hostname of the requester to the mainlog file (no ips). If user gets iq to send connection data and is not hosting the match, will respond with error string "not_server". If server gets iq::result with connection data, request is ignored.
Differential revision: D3184
Reviewed by: @wraitii
Comments by: @Stan, @bb, @Imarok, @vladislavbelov
Tested in lobby