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https://github.com/Cockatrice/Cockatrice.git
synced 2025-12-24 20:10:02 -08:00
use hashed passwords in all commands (#4493)
* protocol changes * server changes * client changes for password reset and registration * add hashed password to change password in client * always use hashed password to log in * add warning to client when using plain text password * require real password for changing email on server this is backwards compatible as users logged in with a real password on older clients will not need this, only users logged in with a hashed password * implement password dialog when changing email * require min password length * use qstringlist to build query instead * use clear instead of = "" * add max to password dialog * use proper const ness in abstractclient * reject too long passwords instead of trimming
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@@ -31,7 +31,7 @@ Server_ProtocolHandler::Server_ProtocolHandler(Server *_server,
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Server_DatabaseInterface *_databaseInterface,
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QObject *parent)
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: QObject(parent), Server_AbstractUserInterface(_server), deleted(false), databaseInterface(_databaseInterface),
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authState(NotLoggedIn), acceptsUserListChanges(false), acceptsRoomListChanges(false),
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authState(NotLoggedIn), usingRealPassword(false), acceptsUserListChanges(false), acceptsRoomListChanges(false),
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idleClientWarningSent(false), timeRunning(0), lastDataReceived(0), lastActionReceived(0)
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{
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@@ -447,8 +447,12 @@ Response::ResponseCode Server_ProtocolHandler::cmdLogin(const Command_Login &cmd
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QString password;
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bool needsHash = false;
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if (cmd.has_password()) {
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password = nameFromStdString(cmd.password());
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if (cmd.password().length() > MAX_NAME_LENGTH)
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return Response::RespWrongPassword;
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password = QString::fromStdString(cmd.password());
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needsHash = true;
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} else if (cmd.hashed_password().length() > MAX_NAME_LENGTH) {
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return Response::RespContextError;
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} else {
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password = nameFromStdString(cmd.hashed_password());
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}
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@@ -515,6 +519,7 @@ Response::ResponseCode Server_ProtocolHandler::cmdLogin(const Command_Login &cmd
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return Response::RespAccountNotActivated;
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default:
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authState = res;
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usingRealPassword = needsHash;
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}
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// limit the number of non-privileged users that can connect to the server based on configuration settings
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@@ -791,6 +796,8 @@ Server_ProtocolHandler::cmdCreateGame(const Command_CreateGame &cmd, Server_Room
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const int gameId = databaseInterface->getNextGameId();
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if (gameId == -1)
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return Response::RespInternalError;
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if (cmd.password().length() > MAX_NAME_LENGTH)
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return Response::RespContextError;
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auto level = userInfo->user_level();
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bool isJudge = level & ServerInfo_User::IsJudge;
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@@ -818,10 +825,10 @@ Server_ProtocolHandler::cmdCreateGame(const Command_CreateGame &cmd, Server_Room
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// When server doesn't permit registered users to exist, do not honor only-reg setting
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bool onlyRegisteredUsers = cmd.only_registered() && (server->permitUnregisteredUsers());
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Server_Game *game = new Server_Game(copyUserInfo(false), gameId, description, nameFromStdString(cmd.password()),
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cmd.max_players(), gameTypes, cmd.only_buddies(), onlyRegisteredUsers,
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cmd.spectators_allowed(), cmd.spectators_need_password(),
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cmd.spectators_can_talk(), cmd.spectators_see_everything(), room);
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Server_Game *game = new Server_Game(
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copyUserInfo(false), gameId, description, QString::fromStdString(cmd.password()), cmd.max_players(), gameTypes,
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cmd.only_buddies(), onlyRegisteredUsers, cmd.spectators_allowed(), cmd.spectators_need_password(),
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cmd.spectators_can_talk(), cmd.spectators_see_everything(), room);
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game->addPlayer(this, rc, asSpectator, asJudge, false);
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room->addGame(game);
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