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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.
61 lines
1.4 KiB
C++
61 lines
1.4 KiB
C++
#include "stdafx.h"
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#include "CipherHandshakeEnforcer.h"
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#include "ConnectionCipher.h"
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namespace ServerRuntime
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{
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namespace Security
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{
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CipherHandshakeEnforcer::CipherHandshakeEnforcer()
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{
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memset(m_sentTick, 0, sizeof(m_sentTick));
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memset(m_tracked, 0, sizeof(m_tracked));
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}
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CipherHandshakeEnforcer::~CipherHandshakeEnforcer()
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{
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}
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void CipherHandshakeEnforcer::OnCipherKeySent(unsigned char smallId, unsigned int currentTick)
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{
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m_sentTick[smallId] = currentTick;
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m_tracked[smallId] = true;
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}
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void CipherHandshakeEnforcer::CheckTimeouts(unsigned int currentTick,
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std::vector<unsigned char> &outExpired,
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std::vector<unsigned char> &outCompleted)
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{
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auto ®istry = GetCipherRegistry();
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for (int i = 0; i < MAX_CONNECTIONS; ++i)
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{
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if (!m_tracked[i])
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continue;
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if (registry.IsCipherActive(static_cast<unsigned char>(i)))
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{
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outCompleted.push_back(static_cast<unsigned char>(i));
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m_tracked[i] = false;
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}
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else if ((currentTick - m_sentTick[i]) > static_cast<unsigned int>(kGraceTicks))
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{
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outExpired.push_back(static_cast<unsigned char>(i));
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m_tracked[i] = false;
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}
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}
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}
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void CipherHandshakeEnforcer::OnDisconnected(unsigned char smallId)
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{
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m_tracked[smallId] = false;
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}
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CipherHandshakeEnforcer &GetHandshakeEnforcer()
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{
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static CipherHandshakeEnforcer s_instance;
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return s_instance;
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}
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}
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}
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