コード例 #1
0
ファイル: NetworkSession.cs プロジェクト: klp2/ACE
        private bool VerifyCRC(ClientPacket packet)
        {
            bool encryptedChecksum =
                !packet.Header.HasFlag(PacketHeaderFlags.RequestRetransmit) &&
                packet.Header.HasFlag(PacketHeaderFlags.EncryptedChecksum);

            if (encryptedChecksum)
            {
#if NETDIAG
                int?gen = GetGeneration(ConnectionData.IssacClient, packet);
                if (gen != null)
                {
                    // gen should always be 1 notch forward, but some programming errors have revealed gen to be 2 or more and since fixed
                    // generational ISSAC helps immensely when troubleshooting certain kinds of protocol problems
                    ConnectionData.IssacClient = GetGeneration(ConnectionData.IssacClient, gen.Value);
                    if (gen.Value != 1)
                    {
                        packetLog.Warn($"Packet CRC encryption generation out of sequence for packet {packet.Header.Sequence} gen {gen} {UnfoldFlags(packet.Header.Flags)}");
                    }
                    packetLog.Debug($"Verified encrypted CRC for packet {packet.Header.Sequence} gen {gen} {UnfoldFlags(packet.Header.Flags)}");
                    return(true);
                }
#else
                if (packet.VerifyChecksum(ConnectionData.IssacClient.GetOffset()))
                {
                    return(true);
                }
#endif
            }
            else
            {
                if (packet.VerifyChecksum(0))
                {
                    packetLog.Debug($"Verified CRC for packet {packet.Header.Sequence} {UnfoldFlags(packet.Header.Flags)}");
                    return(true);
                }
            }
            NetworkStatistics.C2S_CRCErrors_Aggregate_Increment();
            return(false);
        }
コード例 #2
0
ファイル: NetworkSession.cs プロジェクト: klp2/ACE
        private bool GetFutureGeneration(Common.Cryptography.ISAAC state, ClientPacket packet, ref int Generation, int limit)
        {
            limit--;
            if (limit < 1)
            {
                return(false);
            }
            Generation++;
            uint x = state.GetOffset();

            if (packet.VerifyChecksum(x))
            {
                return(true);
            }
            else
            {
                return(GetFutureGeneration(state, packet, ref Generation, limit));
            }
        }
コード例 #3
0
ファイル: NetworkSession.cs プロジェクト: acriaf/ACE
        /// <summary>
        /// Handles a packet, reading the flags and processing all fragments.
        /// </summary>
        /// <param name="packet">ClientPacket to handle</param>
        private void HandlePacket(ClientPacket packet)
        {
            packetLog.DebugFormat("[{0}] Handling packet {1}", session.LoggingIdentifier, packet.Header.Sequence);


            // Upon a client's request of packet retransmit the session CRC salt/offset becomes out of sync somehow.
            // This hack recovers the correct offset and makes WAN client sessions at least reliable enough to test with.
            // TODO: figure out why
            uint issacXor = !packet.Header.HasFlag(PacketHeaderFlags.RequestRetransmit) && packet.Header.HasFlag(PacketHeaderFlags.EncryptedChecksum) ? ConnectionData.IssacClient.GetOffset() : 0;

            if (!packet.VerifyChecksum(issacXor))
            {
                if (issacXor != 0)
                {
                    issacXor = ConnectionData.IssacClient.GetOffset();
                    packetLog.WarnFormat("[{0}] Packet {1} has invalid checksum, trying the next offset", session.LoggingIdentifier, packet.Header.Sequence);

                    bool verified = packet.VerifyChecksum(issacXor);
                    packetLog.WarnFormat("[{0}] Packet {1} improvised offset checksum result: {2}", session.LoggingIdentifier, packet.Header.Sequence, (verified) ? "successful" : "failed");
                }
                else
                {
                    packetLog.WarnFormat("[{0}] Packet {1} has invalid checksum", session.LoggingIdentifier, packet.Header.Sequence);
                }
            }
            // TODO: drop corrupted packets?

            // depending on the current session state:
            // Set the next timeout tick value, to compare against in the WorldManager
            // Sessions that have gone past the AuthLoginRequest step will stay active for a longer period of time (exposed via configuration)
            // Sessions that in the AuthLoginRequest will have a short timeout, as set in the AuthenticationHandler.DefaultAuthTimeout.
            // Example: Applications that check uptime will stay in the AuthLoginRequest state.
            session.Network.TimeoutTick = (session.State == Enum.SessionState.AuthLoginRequest) ?
                                          DateTime.UtcNow.AddSeconds(WorldManager.DefaultSessionTimeout).Ticks :
                                          DateTime.UtcNow.AddSeconds(AuthenticationHandler.DefaultAuthTimeout).Ticks;

            // If we have an EchoRequest flag, we should flag to respond with an echo response on next send.
            if (packet.Header.HasFlag(PacketHeaderFlags.EchoRequest))
            {
                FlagEcho(packet.HeaderOptional.EchoRequestClientTime);
            }

            // If we have an AcknowledgeSequence flag, we can clear our cached packet buffer up to that sequence.
            if (packet.Header.HasFlag(PacketHeaderFlags.AckSequence))
            {
                AcknowledgeSequence(packet.HeaderOptional.Sequence);
            }

            if (packet.Header.HasFlag(PacketHeaderFlags.TimeSync))
            {
                packetLog.DebugFormat("[{0}] Incoming TimeSync TS: {1}", session.LoggingIdentifier, packet.HeaderOptional.TimeSynch);
                // Do something with this...
                // Based on network traces these are not 1:1.  Server seems to send them every 20 seconds per port.
                // Client seems to send them alternatingly every 2 or 4 seconds per port.
                // We will send this at a 20 second time interval.  I don't know what to do with these when we receive them at this point.
            }

            // If the client is requesting a retransmission, pull those packets from the queue and resend them.
            if (packet.Header.HasFlag(PacketHeaderFlags.RequestRetransmit))
            {
                foreach (uint sequence in packet.HeaderOptional.RetransmitData)
                {
                    Retransmit(sequence);
                }
                // TODO: calculate packet loss
            }

            // This should be set on the first packet to the server indicating the client is logging in.
            // This is the start of a three-way handshake between the client and server (LoginRequest, ConnectRequest, ConnectResponse)
            // Note this would be sent to each server a client would connect too (Login and each world).
            // In our current implimenation we handle all roles in this one server.
            if (packet.Header.HasFlag(PacketHeaderFlags.LoginRequest))
            {
                packetLog.Debug($"[{session.LoggingIdentifier}] LoginRequest");
                AuthenticationHandler.HandleLoginRequest(packet, session);
                return;
            }

            // This should be set on the second packet to the server from the client.
            // This completes the three-way handshake.
            if (packet.Header.HasFlag(PacketHeaderFlags.ConnectResponse))
            {
                sendResync = true;
                AuthenticationHandler.HandleConnectResponse(packet, session);
                return;
            }

            // Process all fragments out of the packet
            foreach (ClientPacketFragment fragment in packet.Fragments)
            {
                ProcessFragment(fragment);
            }

            // Update the last received sequence.
            if (packet.Header.Sequence != 0)
            {
                lastReceivedPacketSequence = packet.Header.Sequence;
            }
        }