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Vanilla 1.12 servers disagree on the auth protocol byte — vmangos-derived realms speak 8, stock mangos/cmangos speak 3 — and a profile can only name one, so pointing the classic profile at the other kind hard-failed at login. Classic/Turtle now retry once on the alternate byte when the failure looks protocol-shaped (unparseable handshake, version rejection, drop during challenge) and never when credentials were rejected, so a wrong password can't trigger a second lockout-provoking attempt. Also fixes the realm-list recovery heuristic from #100: it only fired when the shifted parse left a non-empty address, so vanilla realms sending flags=0 (both name and address parse empty) silently produced garbage fields instead. Keyed on the empty name alone, and covered by new realm-list parser tests.
134 lines
4.6 KiB
C++
134 lines
4.6 KiB
C++
#pragma once
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#include "auth/srp.hpp"
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#include "auth/auth_packets.hpp"
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#include <memory>
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#include <string>
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#include <functional>
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#include <array>
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namespace wowee {
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namespace network { class TCPSocket; class Packet; }
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namespace auth {
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struct Realm;
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// Authentication state
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enum class AuthState {
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DISCONNECTED,
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CONNECTED,
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CHALLENGE_SENT,
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CHALLENGE_RECEIVED,
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PIN_REQUIRED,
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AUTHENTICATOR_REQUIRED,
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PROOF_SENT,
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AUTHENTICATED,
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REALM_LIST_REQUESTED,
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REALM_LIST_RECEIVED,
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FAILED
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};
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// Authentication callbacks
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using AuthSuccessCallback = std::function<void(const std::vector<uint8_t>& sessionKey)>;
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using AuthFailureCallback = std::function<void(const std::string& reason)>;
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using RealmListCallback = std::function<void(const std::vector<Realm>& realms)>;
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class AuthHandler {
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public:
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AuthHandler();
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~AuthHandler();
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// Connection
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[[nodiscard]] bool connect(const std::string& host, uint16_t port = 3724);
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void disconnect();
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bool isConnected() const;
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// Authentication
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void authenticate(const std::string& username, const std::string& password);
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void authenticate(const std::string& username, const std::string& password, const std::string& pin);
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void authenticateWithHash(const std::string& username, const std::vector<uint8_t>& authHash);
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void authenticateWithHash(const std::string& username, const std::vector<uint8_t>& authHash, const std::string& pin);
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// Optional: when the auth server requires a PIN (securityFlags & 0x01), call this to continue.
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// PIN must be 4-10 digits.
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void submitPin(const std::string& pin);
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// Generic continuation for PIN / authenticator-required servers.
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void submitSecurityCode(const std::string& code);
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// Set client version info (call before authenticate)
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void setClientInfo(const ClientInfo& info) { clientInfo = info; }
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const ClientInfo& getClientInfo() const { return clientInfo; }
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// Realm list
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void requestRealmList();
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const std::vector<Realm>& getRealms() const { return realms; }
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// State
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AuthState getState() const { return state; }
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const std::vector<uint8_t>& getSessionKey() const { return sessionKey; }
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const std::string& getUsername() const { return username; }
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/** True when the last failure is consistent with an auth-protocol mismatch
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* (rather than bad credentials), so the caller may retry on another
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* protocol version. See protocolFailureSuspected_. */
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bool lastFailureWasProtocol() const { return protocolFailureSuspected_; }
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// Callbacks
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void setOnSuccess(AuthSuccessCallback callback) { onSuccess = callback; }
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void setOnFailure(AuthFailureCallback callback) { onFailure = callback; }
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void setOnRealmList(RealmListCallback callback) { onRealmList = callback; }
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// Update (call each frame)
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void update(float deltaTime);
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private:
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void sendLogonChallenge();
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void handleLogonChallengeResponse(network::Packet& packet);
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void sendLogonProof();
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void handleLogonProofResponse(network::Packet& packet);
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void sendRealmListRequest();
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void handleRealmListResponse(network::Packet& packet);
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void handlePacket(network::Packet& packet);
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void setState(AuthState newState);
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/** protocolRelated: the failure is consistent with the server speaking a
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* different auth protocol than clientInfo.protocolVersion (bad handshake
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* parse, build/version rejection, mid-handshake drop) rather than the
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* credentials being wrong. Drives the caller's protocol fallback. */
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void fail(const std::string& reason, bool protocolRelated = false);
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std::unique_ptr<network::TCPSocket> socket;
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std::unique_ptr<SRP> srp;
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AuthState state = AuthState::DISCONNECTED;
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std::string username;
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std::string password;
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ClientInfo clientInfo;
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// True when the last failure looks like an auth-protocol mismatch rather
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// than a credential/account problem. Never set for wrong-password, banned,
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// suspended, or account-in-use results — retrying those risks lockouts.
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bool protocolFailureSuspected_ = false;
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std::vector<uint8_t> sessionKey;
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std::vector<Realm> realms;
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// Callbacks
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AuthSuccessCallback onSuccess;
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AuthFailureCallback onFailure;
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RealmListCallback onRealmList;
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// Receive buffer
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std::vector<uint8_t> receiveBuffer;
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// Challenge security extension (PIN)
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uint8_t securityFlags_ = 0;
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uint32_t pinGridSeed_ = 0;
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std::array<uint8_t, 16> pinServerSalt_{}; // from LOGON_CHALLENGE response
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std::array<uint8_t, 16> checksumSalt_{}; // from LOGON_CHALLENGE response (integrity salt)
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std::string pendingSecurityCode_;
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};
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} // namespace auth
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} // namespace wowee
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