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Comprehensive security system to protect against packet-sniffing attacks, XUID harvesting, privilege escalation, bot flooding, and XUID impersonation. - Stream cipher: per-session XOR cipher with 4-message handshake via CustomPayloadPacket (MC|CKey, MC|CAck, MC|COn). Negotiated per-connection, backwards compatible (old clients/servers fall back to plaintext). - Security gate: buffers all game data until cipher handshake completes, preventing unsecured clients from receiving any XUIDs or game state. - Cipher handshake enforcer: kicks clients that don't complete the handshake within 5 seconds (configurable via require-secure-client). - Identity tokens: persistent per-XUID tokens in identity-tokens.json, issued over the encrypted channel, verified on reconnect. Prevents XUID replay attacks. Client stores server-specific tokens. - PROXY protocol v1: parses real client IPs from playit.gg tunnel headers so rate limiting, IP bans, and XUID spoof detection work per-player. - Rate limiting: per-IP sliding window (default 5 connections/30s) with pending connection cap (default 10). - Privilege hardening: OP requires ops.json, live checks on every command and privilege packet. Host-only server settings changes. - XUID stripping: PreLoginPacket response sends INVALID_XUID placeholders. - Packet validation: readUtf global string cap, reduced max packet size, stream desync protection on oversized strings. - OpManager: persistent ops.json with XUID-based OP list. - Whitelist improvements: whitelist add accepts player names with ambiguity detection, XUID cache from login attempts. - revoketoken command: revoke identity tokens for players who lost theirs. - server.log: persistent log file written alongside console output with flush-per-write to survive crashes. - CLI security logging: consolidated per-join security summary with cipher status, token status, XUID, and real IP. Security warnings for kicks, spoofing, and unauthorized commands.
62 lines
1.3 KiB
C++
62 lines
1.3 KiB
C++
#pragma once
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#include <string>
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#include <vector>
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namespace ServerRuntime
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{
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namespace Access
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{
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struct OpMetadata
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{
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std::string created;
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std::string source;
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};
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struct OpPlayerEntry
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{
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std::string xuid;
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std::string name;
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OpMetadata metadata;
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};
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/**
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* Persistent OP (operator) list manager.
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*
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* Stores XUID-based operator entries in `ops.json`.
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* Used as the authoritative source of truth for who has OP privileges,
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* preventing in-memory-only OP escalation via crafted packets.
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*/
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class OpManager
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{
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public:
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explicit OpManager(const std::string &baseDirectory = ".");
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bool EnsureOpFileExists() const;
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bool Reload();
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bool Save() const;
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bool LoadOps(std::vector<OpPlayerEntry> *outEntries) const;
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bool SaveOps(const std::vector<OpPlayerEntry> &entries) const;
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const std::vector<OpPlayerEntry> &GetOps() const;
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bool SnapshotOps(std::vector<OpPlayerEntry> *outEntries) const;
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bool IsPlayerOp(const std::string &xuid) const;
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bool AddOp(const OpPlayerEntry &entry);
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bool RemoveOpByXuid(const std::string &xuid);
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std::string GetOpFilePath() const;
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static OpMetadata BuildDefaultMetadata(const char *source = "Server");
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private:
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std::string BuildPath(const char *fileName) const;
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private:
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std::string m_baseDirectory;
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std::vector<OpPlayerEntry> m_ops;
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};
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}
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}
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