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@ -3,9 +3,8 @@
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namespace Components
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{
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Utils::Cryptography::ECDSA::Key Node::SignatureKey;
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std::vector<Node::NodeEntry> Node::Nodes;
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std::vector<Node::DediEntry> Node::Dedis;
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std::vector<Node::ClientSession> Node::Sessions;
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void Node::LoadNodes()
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{
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@ -22,7 +21,6 @@ namespace Components
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Node::AddNode(addresses[i].toNetAddress());
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}
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}
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void Node::StoreNodes(bool force)
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{
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static int lastStorage = 0;
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@ -33,12 +31,12 @@ namespace Components
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std::vector<Node::AddressEntry> entries;
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for (auto entry : Node::Nodes)
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for (auto node : Node::Nodes)
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{
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if (entry.state == Node::STATE_VALID)
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if (node.state == Node::STATE_VALID && node.registered)
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{
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Node::AddressEntry thisAddress;
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thisAddress.fromNetAddress(entry.address);
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thisAddress.fromNetAddress(node.address);
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entries.push_back(thisAddress);
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}
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@ -50,7 +48,34 @@ namespace Components
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Utils::WriteFile("players/nodes.dat", nodeStream);
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}
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void Node::AddNode(Network::Address address, bool valid)
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Node::NodeEntry* Node::FindNode(Network::Address address)
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{
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for (auto i = Node::Nodes.begin(); i != Node::Nodes.end(); i++)
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{
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if (i->address == address)
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{
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// I don't know if that's safe, but we'll see that later...
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return &*i;
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}
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}
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return nullptr;
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}
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Node::ClientSession* Node::FindSession(Network::Address address)
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{
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for (auto i = Node::Sessions.begin(); i != Node::Sessions.end(); i++)
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{
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if (i->address == address)
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{
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// I don't know if that's safe, but we'll see that later...
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return &*i;
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}
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}
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return nullptr;
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}
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void Node::AddNode(Network::Address address)
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{
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#ifdef DEBUG
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if (address.IsSelf()) return;
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@ -58,95 +83,35 @@ namespace Components
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if (address.IsLocal() || address.IsSelf()) return;
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#endif
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Node::NodeEntry* existingEntry = Node::FindNode(address);
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if (existingEntry)
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{
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existingEntry->lastHeard = Game::Com_Milliseconds();
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}
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else
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{
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Node::NodeEntry entry;
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entry.lastHeard = Game::Com_Milliseconds();
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entry.lastHeartbeat = 0;
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entry.lastTime = (valid ? Game::Com_Milliseconds() : 0);
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entry.state = (valid ? Node::STATE_VALID : Node::STATE_UNKNOWN);
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entry.lastTime = 0;
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entry.lastListQuery = 0;
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entry.registered = false;
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entry.state = Node::STATE_UNKNOWN;
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entry.address = address;
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// Search if we already know that node
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bool duplicate = false;
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for (auto &ourEntry : Node::Nodes)
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{
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if (ourEntry.address == entry.address)
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{
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ourEntry.lastHeard = Game::Com_Milliseconds();
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// if (ourEntry.state == Node::STATE_INVALID)
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// {
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// Logger::Print("Node %s was invalidated, but we still received a reference from another node. Suspicous...\n", address.GetString());
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// }
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// Validate it
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if (valid)
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{
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ourEntry.state = Node::STATE_VALID;
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ourEntry.lastTime = Game::Com_Milliseconds();
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}
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duplicate = true;
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break;
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}
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}
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// Insert if we don't
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if (!duplicate)
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{
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Node::Nodes.push_back(entry);
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}
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}
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void Node::AddDedi(Network::Address address, bool dirty)
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void Node::SendNodeList(Network::Address address)
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{
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Node::DediEntry entry;
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entry.lastHeard = Game::Com_Milliseconds();
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entry.lastTime = 0;
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entry.state = Node::STATE_UNKNOWN;
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entry.address = address;
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// Search if we already know that node
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bool duplicate = false;
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for (auto &ourEntry : Node::Dedis)
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{
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if (ourEntry.address == entry.address)
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{
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ourEntry.lastHeard = Game::Com_Milliseconds();
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// if (ourEntry.state == Node::STATE_INVALID)
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// {
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// Logger::Print("Dedi %s was invalidated, but we still received a reference from another node. Suspicous...\n", address.GetString());
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// }
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if (dirty)
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{
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ourEntry.lastTime = Game::Com_Milliseconds();
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ourEntry.state = Node::STATE_UNKNOWN;
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}
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duplicate = true;
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break;
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}
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}
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// Insert if we don't
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if (!duplicate)
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{
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Node::Dedis.push_back(entry);
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}
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}
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void Node::SendNodeList(Network::Address target)
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{
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if (target.IsSelf()) return;
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if (address.IsSelf() || !Dedicated::IsDedicated()) return;
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std::vector<Node::AddressEntry> entries;
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for (auto entry : Node::Nodes)
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{
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if (entry.state == Node::STATE_VALID) // Only send valid nodes, or shall we send invalid ones as well?
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if (entry.state == Node::STATE_VALID && entry.registered) // Only send valid nodes, or shall we send invalid ones as well?
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{
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Node::AddressEntry thisAddress;
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thisAddress.fromNetAddress(entry.address);
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@ -156,90 +121,43 @@ namespace Components
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if (entries.size() >= NODE_PACKET_LIMIT)
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{
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std::string packet = "nodeNodeList\n";
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std::string packet = "nodeListResponse\n";
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packet.append("\x01", 1); // Yes, we are a dedi
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packet.append(reinterpret_cast<char*>(entries.data()), entries.size() * sizeof(Node::AddressEntry));
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Network::SendRaw(target, packet);
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Network::SendRaw(address, packet);
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entries.clear();
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}
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}
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std::string packet = "nodeNodeList\n";
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std::string packet = "nodeListResponse\n";
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packet.append("\x01", 1); // Yes, we are a dedi
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packet.append(reinterpret_cast<char*>(entries.data()), entries.size() * sizeof(Node::AddressEntry));
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Network::SendRaw(target, packet);
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Network::SendRaw(address, packet);
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}
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void Node::SendDediList(Network::Address target)
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void Node::DeleteInvalidSessions()
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{
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if (target.IsSelf()) return;
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std::vector<Node::ClientSession> cleanSessions;
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std::vector<Node::AddressEntry> entries;
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for (auto entry : Node::Dedis)
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for (auto session : Node::Sessions)
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{
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if (entry.state == Node::STATE_VALID) // Only send valid dedis
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{
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Node::AddressEntry thisAddress;
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thisAddress.fromNetAddress(entry.address);
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if (session.terminated) continue;
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if ((Game::Com_Milliseconds() - session.lastTime) > SESSION_TIMEOUT) return;
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entries.push_back(thisAddress);
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cleanSessions.push_back(session);
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}
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if (entries.size() >= DEDI_PACKET_LIMIT)
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if (cleanSessions.size() != Node::Sessions.size())
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{
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std::string packet = "nodeDediList\n";
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packet.append(reinterpret_cast<char*>(entries.data()), entries.size() * sizeof(Node::AddressEntry));
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Network::SendRaw(target, packet);
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entries.clear();
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//Node::Sessions.clear();
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//Utils::Merge(&Node::Sessions, cleanSessions);
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Node::Sessions = cleanSessions;
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}
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}
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std::string packet = "nodeDediList\n";
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packet.append(reinterpret_cast<char*>(entries.data()), entries.size() * sizeof(Node::AddressEntry));
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Network::SendRaw(target, packet);
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}
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void Node::ValidateDedi(Network::Address address, Utils::InfoString info)
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{
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for (auto &dedi : Node::Dedis)
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{
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if (dedi.address == address)
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{
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if (dedi.state == Node::STATE_QUERYING)
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{
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dedi.state = (info.Get("challenge") == dedi.challenge ? Node::STATE_VALID : Node::STATE_INVALID);
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dedi.lastTime = Game::Com_Milliseconds();
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if (dedi.state == Node::STATE_VALID)
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{
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Logger::Print("Validated dedi %s\n", address.GetString());
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}
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}
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break;
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}
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}
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}
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std::vector<Network::Address> Node::GetDediList()
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{
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std::vector<Network::Address> dedis;
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for (auto dedi : Node::Dedis)
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{
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if (dedi.state == Node::STATE_VALID)
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{
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dedis.push_back(dedi.address);
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}
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}
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return dedis;
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}
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void Node::DeleteInvalidNodes()
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{
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std::vector<Node::NodeEntry> cleanNodes;
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@ -258,117 +176,94 @@ namespace Components
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if (cleanNodes.size() != Node::Nodes.size())
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{
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Node::Nodes.clear();
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Utils::Merge(&Node::Nodes, cleanNodes);
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//Node::Nodes.clear();
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//Utils::Merge(&Node::Nodes, cleanNodes);
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Node::Nodes = cleanNodes;
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}
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}
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std::vector<Network::Address> Node::GetDediList()
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{
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std::vector<Network::Address> dedis;
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for (auto node : Node::Nodes)
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{
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if (node.state == Node::STATE_VALID && node.registered && node.isDedi)
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{
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dedis.push_back(node.address);
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}
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}
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return dedis;
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}
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void Node::FrameHandler()
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{
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int heartbeatCount = 0;
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int count = 0;
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int registerCount = 0;
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int listQueryCount = 0;
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// Send requests
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for (auto &node : Node::Nodes)
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{
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if (count < NODE_FRAME_QUERY_LIMIT && (node.state == Node::STATE_UNKNOWN || (/*node.state != Node::STATE_INVALID && */node.state != Node::STATE_QUERYING && (Game::Com_Milliseconds() - node.lastTime) >(NODE_VALIDITY_EXPIRE))))
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// TODO: Decide how to handle nodes that were already registered, but timed out re-registering.
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if (node.state == STATE_NEGOTIATING && (Game::Com_Milliseconds() - node.lastTime) > (NODE_QUERY_TIMEOUT))
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{
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count++;
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node.registered = false; // Definitely unregister here!
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node.state = Node::STATE_INVALID;
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node.lastHeard = Game::Com_Milliseconds();
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node.lastTime = Game::Com_Milliseconds();
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node.state = Node::STATE_QUERYING;
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Logger::Print("Syncing with node %s...\n", node.address.GetString());
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Logger::Print("Node negotiation timed out. Invalidating %s\n", node.address.GetString());
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}
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// Request new lists
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Network::Send(node.address, "nodeRequestLists");
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if (registerCount < NODE_FRAME_QUERY_LIMIT)
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{
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|
|
// Register when unregistered and in UNKNOWN state (I doubt it's possible to be unregistered and in VALID state)
|
|
|
|
|
if (!node.registered && (node.state != Node::STATE_NEGOTIATING && node.state != Node::STATE_INVALID))
|
|
|
|
|
{
|
|
|
|
|
registerCount++;
|
|
|
|
|
node.state = Node::STATE_NEGOTIATING;
|
|
|
|
|
node.lastTime = Game::Com_Milliseconds();
|
|
|
|
|
|
|
|
|
|
// Send our lists (only if dedi)
|
|
|
|
|
if (Dedicated::IsDedicated())
|
|
|
|
|
{
|
|
|
|
|
Node::SendNodeList(node.address);
|
|
|
|
|
Node::SendDediList(node.address);
|
|
|
|
|
node.challenge = Utils::VA("%X", Utils::Cryptography::Rand::GenerateInt());
|
|
|
|
|
|
|
|
|
|
std::string data;
|
|
|
|
|
Utils::Message::WriteBuffer(data, node.challenge);
|
|
|
|
|
|
|
|
|
|
Logger::Print("Sending registration request to %s\n", node.address.GetString());
|
|
|
|
|
Network::SendRaw(node.address, "nodeRegisterRequest\n" + data); }
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
Logger::Print("Sending session request to %s\n", node.address.GetString());
|
|
|
|
|
Network::Send(node.address, "sessionRequest\n");
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (node.state == Node::STATE_QUERYING && (Game::Com_Milliseconds() - node.lastTime) > (NODE_QUERY_TIMEOUT))
|
|
|
|
|
if (listQueryCount < NODE_FRAME_QUERY_LIMIT)
|
|
|
|
|
{
|
|
|
|
|
node.state = Node::STATE_INVALID;
|
|
|
|
|
if (node.registered && node.state == Node::STATE_VALID && (!node.lastListQuery || (Game::Com_Milliseconds() - node.lastListQuery) > NODE_QUERY_INTERVAL))
|
|
|
|
|
{
|
|
|
|
|
listQueryCount++;
|
|
|
|
|
node.state = Node::STATE_NEGOTIATING;
|
|
|
|
|
node.lastTime = Game::Com_Milliseconds();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (Dedicated::IsDedicated() && node.state == Node::STATE_VALID)
|
|
|
|
|
if (Dedicated::IsDedicated())
|
|
|
|
|
{
|
|
|
|
|
if (heartbeatCount < HEARTBEATS_FRAME_LIMIT && (!node.lastHeartbeat || (Game::Com_Milliseconds() - node.lastHeartbeat) > (HEARTBEAT_INTERVAL)))
|
|
|
|
|
{
|
|
|
|
|
heartbeatCount++;
|
|
|
|
|
|
|
|
|
|
Logger::Print("Sending heartbeat to node %s...\n", node.address.GetString());
|
|
|
|
|
node.lastHeartbeat = Game::Com_Milliseconds();
|
|
|
|
|
Network::Send(node.address, "heartbeat\n");
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
count = 0;
|
|
|
|
|
|
|
|
|
|
for (auto &dedi : Node::Dedis)
|
|
|
|
|
{
|
|
|
|
|
if (count < DEDI_FRAME_QUERY_LIMIT && (dedi.state == Node::STATE_UNKNOWN || (/*node.state != Node::STATE_INVALID && */dedi.state != Node::STATE_QUERYING && (Game::Com_Milliseconds() - dedi.lastTime) >(DEDI_VALIDITY_EXPIRE))))
|
|
|
|
|
{
|
|
|
|
|
count++;
|
|
|
|
|
|
|
|
|
|
dedi.lastTime = Game::Com_Milliseconds();
|
|
|
|
|
dedi.challenge = Utils::VA("%d", Utils::Cryptography::Rand::GenerateInt());
|
|
|
|
|
dedi.state = Node::STATE_QUERYING;
|
|
|
|
|
|
|
|
|
|
Logger::Print("Verifying dedi %s...\n", dedi.address.GetString());
|
|
|
|
|
|
|
|
|
|
// Request new lists
|
|
|
|
|
Network::Send(dedi.address, Utils::VA("getinfo %s\n", dedi.challenge.data()));
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// No query response
|
|
|
|
|
if (dedi.state == Node::STATE_QUERYING && (Game::Com_Milliseconds() - dedi.lastTime) > (DEDI_QUERY_TIMEOUT))
|
|
|
|
|
{
|
|
|
|
|
dedi.state = Node::STATE_INVALID;
|
|
|
|
|
dedi.lastTime = Game::Com_Milliseconds();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Lack of heartbeats
|
|
|
|
|
if (dedi.state == Node::STATE_VALID && (Game::Com_Milliseconds() - dedi.lastTime) > (HEARTBEAT_DEADLINE))
|
|
|
|
|
{
|
|
|
|
|
Logger::Print("Invalidating dedi %s\n", dedi.address.GetString());
|
|
|
|
|
dedi.state = Node::STATE_INVALID;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
Node::DeleteInvalidNodes();
|
|
|
|
|
Node::DeleteInvalidDedis();
|
|
|
|
|
Node::StoreNodes(false);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void Node::DeleteInvalidDedis()
|
|
|
|
|
{
|
|
|
|
|
std::vector<Node::DediEntry> cleanDedis;
|
|
|
|
|
|
|
|
|
|
for (auto dedi : Node::Dedis)
|
|
|
|
|
{
|
|
|
|
|
if (dedi.state == Node::STATE_INVALID && (Game::Com_Milliseconds() - dedi.lastHeard) > DEDI_INVALID_DELETE)
|
|
|
|
|
{
|
|
|
|
|
Logger::Print("Removing invalid dedi %s\n", dedi.address.GetString());
|
|
|
|
|
Network::Send(node.address, "nodeListRequest\n");
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
cleanDedis.push_back(dedi);
|
|
|
|
|
Network::Send(node.address, "sessionRequest\n");
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (cleanDedis.size() != Node::Dedis.size())
|
|
|
|
|
{
|
|
|
|
|
Node::Dedis.clear();
|
|
|
|
|
Utils::Merge(&Node::Dedis, cleanDedis);
|
|
|
|
|
}
|
|
|
|
|
Node::DeleteInvalidSessions();
|
|
|
|
|
Node::DeleteInvalidNodes();
|
|
|
|
|
Node::StoreNodes(false);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
const char* Node::GetStateName(EntryState state)
|
|
|
|
@ -378,8 +273,8 @@ namespace Components
|
|
|
|
|
case Node::STATE_UNKNOWN:
|
|
|
|
|
return "Unknown";
|
|
|
|
|
|
|
|
|
|
case Node::STATE_QUERYING:
|
|
|
|
|
return "Querying";
|
|
|
|
|
case Node::STATE_NEGOTIATING:
|
|
|
|
|
return "Negotiating";
|
|
|
|
|
|
|
|
|
|
case Node::STATE_INVALID:
|
|
|
|
|
return "Invalid";
|
|
|
|
@ -401,110 +296,316 @@ namespace Components
|
|
|
|
|
// Generate our ECDSA key
|
|
|
|
|
Node::SignatureKey = Utils::Cryptography::ECDSA::GenerateKey(512);
|
|
|
|
|
|
|
|
|
|
// Load stored nodes
|
|
|
|
|
Dvar::OnInit([] ()
|
|
|
|
|
{
|
|
|
|
|
Node::Dedis.clear();
|
|
|
|
|
Node::Nodes.clear();
|
|
|
|
|
Node::LoadNodes();
|
|
|
|
|
});
|
|
|
|
|
|
|
|
|
|
// Send deadline when shutting down
|
|
|
|
|
if (Dedicated::IsDedicated())
|
|
|
|
|
{
|
|
|
|
|
QuickPatch::OnShutdown([] ()
|
|
|
|
|
{
|
|
|
|
|
std::string data, challenge;
|
|
|
|
|
challenge = Utils::VA("X", Utils::Cryptography::Rand::GenerateInt());
|
|
|
|
|
Utils::Message::WriteBuffer(data, challenge);
|
|
|
|
|
Utils::Message::WriteBuffer(data, Utils::Cryptography::ECDSA::SignMessage(Node::SignatureKey, challenge));
|
|
|
|
|
|
|
|
|
|
for (auto node : Node::Nodes)
|
|
|
|
|
{
|
|
|
|
|
Network::Send(node.address, "deadline\n");
|
|
|
|
|
Network::SendRaw(node.address, "nodeDeregister\n" + data);
|
|
|
|
|
}
|
|
|
|
|
});
|
|
|
|
|
|
|
|
|
|
// This is the handler that accepts registration requests from other nodes
|
|
|
|
|
// If you want to get accepted as node, you have to send a request to this handler
|
|
|
|
|
Network::Handle("nodeRegisterRequest", [] (Network::Address address, std::string data)
|
|
|
|
|
{
|
|
|
|
|
Node::NodeEntry* entry = Node::FindNode(address);
|
|
|
|
|
|
|
|
|
|
// Create a new entry, if we don't already know it
|
|
|
|
|
if (!entry)
|
|
|
|
|
{
|
|
|
|
|
Node::AddNode(address);
|
|
|
|
|
entry = Node::FindNode(address);
|
|
|
|
|
if (!entry) return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Only dedis act as nodes!
|
|
|
|
|
if (Dedicated::IsDedicated())
|
|
|
|
|
{
|
|
|
|
|
Network::Handle("nodeRequestLists", [] (Network::Address address, std::string data)
|
|
|
|
|
{
|
|
|
|
|
Logger::Print("Sending our lists to %s\n", address.GetString());
|
|
|
|
|
Logger::Print("Received registration request from %s\n", address.GetString());
|
|
|
|
|
|
|
|
|
|
std::string response, challenge;
|
|
|
|
|
if (!Utils::Message::ReadBuffer(data, challenge)) return;
|
|
|
|
|
|
|
|
|
|
std::string publicKey = Node::SignatureKey.GetPublicKey();
|
|
|
|
|
std::string signature = Utils::Cryptography::ECDSA::SignMessage(Node::SignatureKey, challenge);
|
|
|
|
|
challenge = Utils::VA("%X", Utils::Cryptography::Rand::GenerateInt());
|
|
|
|
|
|
|
|
|
|
Utils::Message::WriteBuffer(response, signature);
|
|
|
|
|
Utils::Message::WriteBuffer(response, publicKey);
|
|
|
|
|
Utils::Message::WriteBuffer(response, challenge);
|
|
|
|
|
|
|
|
|
|
entry->lastTime = Game::Com_Milliseconds();
|
|
|
|
|
entry->challenge = challenge;
|
|
|
|
|
entry->state = Node::STATE_NEGOTIATING;
|
|
|
|
|
|
|
|
|
|
Network::SendRaw(address, "nodeRegisterSynchronize\n" + response);
|
|
|
|
|
});
|
|
|
|
|
|
|
|
|
|
Network::Handle("nodeRegisterSynchronize", [] (Network::Address address, std::string data)
|
|
|
|
|
{
|
|
|
|
|
Node::NodeEntry* entry = Node::FindNode(address);
|
|
|
|
|
if (!entry || entry->state != Node::STATE_NEGOTIATING) return;
|
|
|
|
|
|
|
|
|
|
Logger::Print("Received synchronization data for registration from %s!\n", address.GetString());
|
|
|
|
|
|
|
|
|
|
std::string challenge, publicKey, signature;
|
|
|
|
|
if (!Utils::Message::ReadBuffer(data, signature)) return;
|
|
|
|
|
if (!Utils::Message::ReadBuffer(data, publicKey)) return;
|
|
|
|
|
if (!Utils::Message::ReadBuffer(data, challenge)) return;
|
|
|
|
|
|
|
|
|
|
// Verify signature
|
|
|
|
|
entry->publicKey.Set(publicKey);
|
|
|
|
|
if (!Utils::Cryptography::ECDSA::VerifyMessage(entry->publicKey, entry->challenge, signature))
|
|
|
|
|
{
|
|
|
|
|
Logger::Print("Signature from %s for challenge '%s' is invalid!\n", address.GetString(), entry->challenge.data());
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
Logger::Print("Signature from %s for challenge '%s' is valid!\n", address.GetString(), entry->challenge.data());
|
|
|
|
|
|
|
|
|
|
// Mark as registered
|
|
|
|
|
entry->lastTime = Game::Com_Milliseconds();
|
|
|
|
|
entry->state = Node::STATE_VALID;
|
|
|
|
|
entry->registered = true;
|
|
|
|
|
|
|
|
|
|
Logger::Print("Node %s registered\n", address.GetString());
|
|
|
|
|
|
|
|
|
|
// Build response
|
|
|
|
|
data.clear();
|
|
|
|
|
publicKey = Node::SignatureKey.GetPublicKey();
|
|
|
|
|
signature = Utils::Cryptography::ECDSA::SignMessage(Node::SignatureKey, challenge);
|
|
|
|
|
|
|
|
|
|
Utils::Message::WriteBuffer(data, signature);
|
|
|
|
|
Utils::Message::WriteBuffer(data, publicKey);
|
|
|
|
|
|
|
|
|
|
Network::SendRaw(address, "nodeRegisterAcknowledge\n" + data);
|
|
|
|
|
});
|
|
|
|
|
|
|
|
|
|
Network::Handle("nodeRegisterAcknowledge", [] (Network::Address address, std::string data)
|
|
|
|
|
{
|
|
|
|
|
// Ignore requests from nodes we don't know
|
|
|
|
|
Node::NodeEntry* entry = Node::FindNode(address);
|
|
|
|
|
if (!entry || entry->state != Node::STATE_NEGOTIATING) return;
|
|
|
|
|
|
|
|
|
|
Logger::Print("Received acknowledgment from %s\n", address.GetString());
|
|
|
|
|
|
|
|
|
|
std::string publicKey, signature;
|
|
|
|
|
if (!Utils::Message::ReadBuffer(data, signature)) return;
|
|
|
|
|
if (!Utils::Message::ReadBuffer(data, publicKey)) return;
|
|
|
|
|
|
|
|
|
|
entry->publicKey.Set(publicKey);
|
|
|
|
|
|
|
|
|
|
if (Utils::Cryptography::ECDSA::VerifyMessage(entry->publicKey, entry->challenge, signature))
|
|
|
|
|
{
|
|
|
|
|
entry->lastTime = Game::Com_Milliseconds();
|
|
|
|
|
entry->state = Node::STATE_VALID;
|
|
|
|
|
entry->registered = true;
|
|
|
|
|
|
|
|
|
|
Logger::Print("Signature from %s for challenge '%s' is valid!\n", address.GetString(), entry->challenge.data());
|
|
|
|
|
Logger::Print("Node %s registered\n", address.GetString());
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
Logger::Print("Signature from %s for challenge '%s' is invalid!\n", address.GetString(), entry->challenge.data());
|
|
|
|
|
}
|
|
|
|
|
});
|
|
|
|
|
|
|
|
|
|
Network::Handle("nodeListRequest", [] (Network::Address address, std::string data)
|
|
|
|
|
{
|
|
|
|
|
// Requesting a list is either possible, by being registered as node
|
|
|
|
|
// Or having a valid client session
|
|
|
|
|
// Client sessions do expire after some time or when having received a list
|
|
|
|
|
bool allowed = false;
|
|
|
|
|
Node::NodeEntry* entry = Node::FindNode(address);
|
|
|
|
|
if (entry && entry->registered)
|
|
|
|
|
{
|
|
|
|
|
entry->lastTime = Game::Com_Milliseconds();
|
|
|
|
|
allowed = true;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Check if there is any open session
|
|
|
|
|
if (!allowed)
|
|
|
|
|
{
|
|
|
|
|
Node::ClientSession* session = Node::FindSession(address);
|
|
|
|
|
if (session)
|
|
|
|
|
{
|
|
|
|
|
allowed = (session->valid && !session->terminated);
|
|
|
|
|
session->terminated = true;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (allowed)
|
|
|
|
|
{
|
|
|
|
|
Node::SendNodeList(address);
|
|
|
|
|
Node::SendDediList(address);
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
// Unallowed connection
|
|
|
|
|
Network::Send(address, "nodeListError\n");
|
|
|
|
|
}
|
|
|
|
|
});
|
|
|
|
|
|
|
|
|
|
// Send our heartbeat as well :P
|
|
|
|
|
// Otherwise, if there's only 1 node in the network (us), we might not get listed as dedi
|
|
|
|
|
Network::Send(address, "heartbeat\n");
|
|
|
|
|
Network::Handle("sessionRequest", [] (Network::Address address, std::string data)
|
|
|
|
|
{
|
|
|
|
|
// Return if we already have a session for this address
|
|
|
|
|
if (Node::FindSession(address)) return;
|
|
|
|
|
|
|
|
|
|
Logger::Print("Client %s is requesting a new session\n", address.GetString());
|
|
|
|
|
|
|
|
|
|
Node::ClientSession session;
|
|
|
|
|
session.address = address;
|
|
|
|
|
session.challenge = Utils::VA("%X", Utils::Cryptography::Rand::GenerateInt());
|
|
|
|
|
session.lastTime = Game::Com_Milliseconds();
|
|
|
|
|
session.terminated = false;
|
|
|
|
|
session.valid = false;
|
|
|
|
|
|
|
|
|
|
Node::Sessions.push_back(session);
|
|
|
|
|
|
|
|
|
|
Network::Send(address, "sessionInitialize\n" + session.challenge);
|
|
|
|
|
});
|
|
|
|
|
|
|
|
|
|
Network::Handle("sessionSynchronize", [] (Network::Address address, std::string data)
|
|
|
|
|
{
|
|
|
|
|
// Return if we don't have a session for this address
|
|
|
|
|
Node::ClientSession* session = Node::FindSession(address);
|
|
|
|
|
if (!session || session->terminated || session->valid) return;
|
|
|
|
|
|
|
|
|
|
if (session->challenge == data)
|
|
|
|
|
{
|
|
|
|
|
Logger::Print("Session for %s validated.\n", address.GetString());
|
|
|
|
|
session->valid = true;
|
|
|
|
|
Network::Send(address, "sessionAcknowledge\n");
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
Logger::Print("Challenge mismatch. Validating session for %s failed.\n", address.GetString());
|
|
|
|
|
session->terminated = true;
|
|
|
|
|
}
|
|
|
|
|
});
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
Network::Handle("sessionInitialize", [] (Network::Address address, std::string data)
|
|
|
|
|
{
|
|
|
|
|
Node::NodeEntry* entry = Node::FindNode(address);
|
|
|
|
|
if (!entry) return;
|
|
|
|
|
|
|
|
|
|
Logger::Print("Session initialization received. Synchronizing...\n", address.GetString());
|
|
|
|
|
|
|
|
|
|
entry->lastTime = Game::Com_Milliseconds();
|
|
|
|
|
Network::Send(address, "sessionSynchronize\n" + data);
|
|
|
|
|
});
|
|
|
|
|
|
|
|
|
|
Network::Handle("sessionAcknowledge", [] (Network::Address address, std::string data)
|
|
|
|
|
{
|
|
|
|
|
Node::NodeEntry* entry = Node::FindNode(address);
|
|
|
|
|
if (!entry) return;
|
|
|
|
|
|
|
|
|
|
Logger::Print("Session acknowledged, requesting node list...\n", address.GetString());
|
|
|
|
|
|
|
|
|
|
entry->state = Node::STATE_VALID;
|
|
|
|
|
entry->registered = true;
|
|
|
|
|
entry->lastTime = Game::Com_Milliseconds();
|
|
|
|
|
Network::Send(address, "nodeListRequest\n");
|
|
|
|
|
});
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
Network::Handle("nodeNodeList", [] (Network::Address address, std::string data)
|
|
|
|
|
Network::Handle("nodeListResponse", [] (Network::Address address, std::string data)
|
|
|
|
|
{
|
|
|
|
|
if (data.size() % sizeof(Node::AddressEntry))
|
|
|
|
|
if (data.size() % sizeof(Node::AddressEntry) != 1)
|
|
|
|
|
{
|
|
|
|
|
Logger::Print("Received invalid node list from %s!\n", address.GetString());
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
unsigned int size = (data.size() / sizeof(Node::AddressEntry));
|
|
|
|
|
unsigned int size = ((data.size() - 1) / sizeof(Node::AddressEntry));
|
|
|
|
|
Node::AddressEntry* addresses = reinterpret_cast<Node::AddressEntry*>(const_cast<char*>(data.data() + 1));
|
|
|
|
|
bool isDedicated = (*data.data() != 0);
|
|
|
|
|
|
|
|
|
|
Node::NodeEntry* entry = Node::FindNode(address);
|
|
|
|
|
if (entry)
|
|
|
|
|
{
|
|
|
|
|
if (entry->registered)
|
|
|
|
|
{
|
|
|
|
|
Logger::Print("Received valid node list with %d entries from %s\n", size, address.GetString());
|
|
|
|
|
|
|
|
|
|
// Insert the node itself and mark it as valid
|
|
|
|
|
Node::AddNode(address, true);
|
|
|
|
|
entry->isDedi = isDedicated;
|
|
|
|
|
entry->state = Node::STATE_VALID;
|
|
|
|
|
entry->lastTime = Game::Com_Milliseconds();
|
|
|
|
|
entry->lastListQuery = Game::Com_Milliseconds();
|
|
|
|
|
|
|
|
|
|
Node::AddressEntry* addresses = reinterpret_cast<Node::AddressEntry*>(const_cast<char*>(data.data()));
|
|
|
|
|
for (unsigned int i = 0; i < size; ++i)
|
|
|
|
|
{
|
|
|
|
|
Node::AddNode(addresses[i].toNetAddress());
|
|
|
|
|
}
|
|
|
|
|
});
|
|
|
|
|
|
|
|
|
|
Network::Handle("nodeDediList", [] (Network::Address address, std::string data)
|
|
|
|
|
{
|
|
|
|
|
if (data.size() % sizeof(Node::AddressEntry))
|
|
|
|
|
{
|
|
|
|
|
Logger::Print("Received invalid dedi list from %s!\n", address.GetString());
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
unsigned int size = (data.size() / sizeof(Node::AddressEntry));
|
|
|
|
|
|
|
|
|
|
Logger::Print("Received valid dedi list with %d entries from %s\n", size, address.GetString());
|
|
|
|
|
|
|
|
|
|
// Insert the node and mark it as valid
|
|
|
|
|
Node::AddNode(address, true);
|
|
|
|
|
|
|
|
|
|
Node::AddressEntry* addresses = reinterpret_cast<Node::AddressEntry*>(const_cast<char*>(data.data()));
|
|
|
|
|
for (unsigned int i = 0; i < size; ++i)
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
Node::AddDedi(addresses[i].toNetAddress());
|
|
|
|
|
Node::AddNode(address);
|
|
|
|
|
}
|
|
|
|
|
});
|
|
|
|
|
|
|
|
|
|
Network::Handle("heartbeat", [] (Network::Address address, std::string data)
|
|
|
|
|
// If we receive that response, our request was not permitted
|
|
|
|
|
// So we either have to register as node, or register a remote session
|
|
|
|
|
Network::Handle("nodeListError", [] (Network::Address address, std::string data)
|
|
|
|
|
{
|
|
|
|
|
Logger::Print("Received heartbeat from %s\n", address.GetString());
|
|
|
|
|
Node::AddDedi(address, true);
|
|
|
|
|
if (Dedicated::IsDedicated())
|
|
|
|
|
{
|
|
|
|
|
Node::NodeEntry* entry = Node::FindNode(address);
|
|
|
|
|
if (entry)
|
|
|
|
|
{
|
|
|
|
|
// Set to unregistered to perform registration later on
|
|
|
|
|
entry->lastTime = Game::Com_Milliseconds();
|
|
|
|
|
entry->registered = false;
|
|
|
|
|
entry->state = Node::STATE_UNKNOWN;
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
// Add as new entry to perform registration
|
|
|
|
|
Node::AddNode(address);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
// TODO: Implement client handshake stuff
|
|
|
|
|
// Nvm, clients can simply ignore that i guess
|
|
|
|
|
}
|
|
|
|
|
});
|
|
|
|
|
|
|
|
|
|
Network::Handle("deadline", [] (Network::Address address, std::string data)
|
|
|
|
|
Network::Handle("nodeDeregister", [] (Network::Address address, std::string data)
|
|
|
|
|
{
|
|
|
|
|
Logger::Print("Invalidation message received from %s\n", address.GetString());
|
|
|
|
|
Node::NodeEntry* entry = Node::FindNode(address);
|
|
|
|
|
if (!entry || !entry->registered) return;
|
|
|
|
|
|
|
|
|
|
for (auto &dedi : Node::Dedis)
|
|
|
|
|
{
|
|
|
|
|
if (dedi.address == address)
|
|
|
|
|
{
|
|
|
|
|
dedi.state = Node::STATE_INVALID;
|
|
|
|
|
dedi.lastTime = Game::Com_Milliseconds();
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
std::string challenge, signature;
|
|
|
|
|
if (!Utils::Message::ReadBuffer(data, challenge)) return;
|
|
|
|
|
if (!Utils::Message::ReadBuffer(data, signature)) return;
|
|
|
|
|
|
|
|
|
|
for (auto &node : Node::Nodes)
|
|
|
|
|
if (Utils::Cryptography::ECDSA::VerifyMessage(entry->publicKey, challenge, signature))
|
|
|
|
|
{
|
|
|
|
|
if (node.address == address)
|
|
|
|
|
{
|
|
|
|
|
node.state = Node::STATE_INVALID;
|
|
|
|
|
node.lastTime = Game::Com_Milliseconds();
|
|
|
|
|
entry->lastHeard = Game::Com_Milliseconds();
|
|
|
|
|
entry->lastTime = Game::Com_Milliseconds();
|
|
|
|
|
entry->registered = false;
|
|
|
|
|
entry->state = Node::STATE_INVALID;
|
|
|
|
|
|
|
|
|
|
Logger::Print("Node %s unregistered\n", address.GetString());
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
Logger::Print("Node %s tried to unregister using an invalid signature!\n", address.GetString());
|
|
|
|
|
}
|
|
|
|
|
});
|
|
|
|
|
|
|
|
|
@ -518,54 +619,12 @@ namespace Components
|
|
|
|
|
}
|
|
|
|
|
});
|
|
|
|
|
|
|
|
|
|
Command::Add("listdedis", [] (Command::Params params)
|
|
|
|
|
{
|
|
|
|
|
Logger::Print("Dedi: %d\n", Node::Dedis.size());
|
|
|
|
|
|
|
|
|
|
for (auto dedi : Node::Dedis)
|
|
|
|
|
{
|
|
|
|
|
Logger::Print("%s\t(%s)\n", dedi.address.GetString(), Node::GetStateName(dedi.state));
|
|
|
|
|
}
|
|
|
|
|
});
|
|
|
|
|
|
|
|
|
|
Command::Add("addnode", [] (Command::Params params)
|
|
|
|
|
{
|
|
|
|
|
if (params.Length() < 2) return;
|
|
|
|
|
|
|
|
|
|
Network::Address address(params[1]);
|
|
|
|
|
Node::AddNode(address);
|
|
|
|
|
|
|
|
|
|
// Invalidate it
|
|
|
|
|
for (auto &node : Node::Nodes)
|
|
|
|
|
{
|
|
|
|
|
if (node.address == address)
|
|
|
|
|
{
|
|
|
|
|
node.state = Node::STATE_UNKNOWN;
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
});
|
|
|
|
|
|
|
|
|
|
Command::Add("syncnodes", [] (Command::Params params)
|
|
|
|
|
{
|
|
|
|
|
for (auto &node : Node::Nodes)
|
|
|
|
|
{
|
|
|
|
|
if (node.state != Node::STATE_INVALID)
|
|
|
|
|
{
|
|
|
|
|
node.state = Node::STATE_UNKNOWN;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
});
|
|
|
|
|
|
|
|
|
|
Command::Add("syncdedis", [] (Command::Params params)
|
|
|
|
|
{
|
|
|
|
|
for (auto &dedi : Node::Dedis)
|
|
|
|
|
{
|
|
|
|
|
if (dedi.state != Node::STATE_INVALID)
|
|
|
|
|
{
|
|
|
|
|
dedi.state = Node::STATE_UNKNOWN;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
});
|
|
|
|
|
|
|
|
|
|
// Install frame handlers
|
|
|
|
@ -579,6 +638,73 @@ namespace Components
|
|
|
|
|
|
|
|
|
|
Node::StoreNodes(true);
|
|
|
|
|
Node::Nodes.clear();
|
|
|
|
|
Node::Dedis.clear();
|
|
|
|
|
Node::Sessions.clear();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
bool Node::UnitTest()
|
|
|
|
|
{
|
|
|
|
|
printf("Testing ECDSA key...");
|
|
|
|
|
|
|
|
|
|
if (!Node::SignatureKey.IsValid())
|
|
|
|
|
{
|
|
|
|
|
printf("Error\n");
|
|
|
|
|
printf("ECDSA key seems invalid!\n");
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
printf("Success\n");
|
|
|
|
|
printf("Testing 10 valid signatures...");
|
|
|
|
|
|
|
|
|
|
for (int i = 0; i < 10; i++)
|
|
|
|
|
{
|
|
|
|
|
std::string message = Utils::VA("%d", Utils::Cryptography::Rand::GenerateInt());
|
|
|
|
|
std::string signature = Utils::Cryptography::ECDSA::SignMessage(Node::SignatureKey, message);
|
|
|
|
|
|
|
|
|
|
if (!Utils::Cryptography::ECDSA::VerifyMessage(Node::SignatureKey, message, signature))
|
|
|
|
|
{
|
|
|
|
|
printf("Error\n");
|
|
|
|
|
printf("Signature for '%s' (%d) was invalid!\n", message.data(), i);
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
printf("Success\n");
|
|
|
|
|
printf("Testing 10 invalid signatures...");
|
|
|
|
|
|
|
|
|
|
for (int i = 0; i < 10; i++)
|
|
|
|
|
{
|
|
|
|
|
std::string message = Utils::VA("%d", Utils::Cryptography::Rand::GenerateInt());
|
|
|
|
|
std::string signature = Utils::Cryptography::ECDSA::SignMessage(Node::SignatureKey, message);
|
|
|
|
|
|
|
|
|
|
// Invalidate the message...
|
|
|
|
|
message[Utils::Cryptography::Rand::GenerateInt() % message.size()]++;
|
|
|
|
|
|
|
|
|
|
if (Utils::Cryptography::ECDSA::VerifyMessage(Node::SignatureKey, message, signature))
|
|
|
|
|
{
|
|
|
|
|
printf("Error\n");
|
|
|
|
|
printf("Signature for '%s' (%d) was valid? What the fuck? That is absolutely impossible...\n", message.data(), i);
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
printf("Success\n");
|
|
|
|
|
printf("Testing ECDSA key import...");
|
|
|
|
|
|
|
|
|
|
std::string pubKey = Node::SignatureKey.GetPublicKey();
|
|
|
|
|
std::string message = Utils::VA("%d", Utils::Cryptography::Rand::GenerateInt());
|
|
|
|
|
std::string signature = Utils::Cryptography::ECDSA::SignMessage(Node::SignatureKey, message);
|
|
|
|
|
|
|
|
|
|
Utils::Cryptography::ECDSA::Key testKey;
|
|
|
|
|
testKey.Set(pubKey);
|
|
|
|
|
|
|
|
|
|
if (!Utils::Cryptography::ECDSA::VerifyMessage(Node::SignatureKey, message, signature))
|
|
|
|
|
{
|
|
|
|
|
printf("Error\n");
|
|
|
|
|
printf("Verifying signature for message '%s' using imported keys failed!\n", message.data());
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
printf("Success\n");
|
|
|
|
|
return true;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|