Initial mass migration to session handlers

This introduces several new session handlers, splitting up session handling into several new states:

- Login: Only allows handling the LoginPacket. This is the only time LoginPacket can be sent, and it'll be discarded when sent at any other time.
- Resource packs: Handles only the resource packs sequence (downloading packs and such). This is the only time ResourcePackClientResponse and ResourcePackChunkRequest will be handled.
- Pre-spawn: Only chunk radius requests are accepted during this state.

SimpleNetworkHandler handles all the "rest" of the logic that hasn't yet been separated out into their own dedicated handlers. There's also a NullNetworkHandler which discards all packets while it's active.

This solves a large number of issues with the security of the login sequence. It solves a range of possible DoS attacks and crashes, while also allowing great code simplification and cleanup.
This commit is contained in:
Dylan K. Taylor
2018-07-20 17:09:04 +01:00
parent 97a1483f75
commit f626b9e8a0
8 changed files with 409 additions and 213 deletions

View File

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<?php
/*
*
* ____ _ _ __ __ _ __ __ ____
* | _ \ ___ ___| | _____| |_| \/ (_)_ __ ___ | \/ | _ \
* | |_) / _ \ / __| |/ / _ \ __| |\/| | | '_ \ / _ \_____| |\/| | |_) |
* | __/ (_) | (__| < __/ |_| | | | | | | | __/_____| | | | __/
* |_| \___/ \___|_|\_\___|\__|_| |_|_|_| |_|\___| |_| |_|_|
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU Lesser General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* @author PocketMine Team
* @link http://www.pocketmine.net/
*
*
*/
declare(strict_types=1);
namespace pocketmine\network\mcpe\handler;
use pocketmine\network\mcpe\NetworkSession;
use pocketmine\network\mcpe\protocol\RequestChunkRadiusPacket;
use pocketmine\network\mcpe\protocol\StartGamePacket;
use pocketmine\network\mcpe\protocol\types\DimensionIds;
use pocketmine\Player;
use pocketmine\Server;
/**
* Handler used for the pre-spawn phase of the session.
*/
class PreSpawnSessionHandler extends SessionHandler{
/** @var Server */
private $server;
/** @var Player */
private $player;
/** @var NetworkSession */
private $session;
public function __construct(Server $server, Player $player, NetworkSession $session){
$this->player = $player;
$this->server = $server;
$this->session = $session;
}
public function setUp() : void{
$spawnPosition = $this->player->getSpawn();
$pk = new StartGamePacket();
$pk->entityUniqueId = $this->player->getId();
$pk->entityRuntimeId = $this->player->getId();
$pk->playerGamemode = Player::getClientFriendlyGamemode($this->player->getGamemode());
$pk->playerPosition = $this->player->getOffsetPosition($this->player);
$pk->pitch = $this->player->pitch;
$pk->yaw = $this->player->yaw;
$pk->seed = -1;
$pk->dimension = DimensionIds::OVERWORLD; //TODO: implement this properly
$pk->worldGamemode = Player::getClientFriendlyGamemode($this->server->getGamemode());
$pk->difficulty = $this->player->getLevel()->getDifficulty();
$pk->spawnX = $spawnPosition->getFloorX();
$pk->spawnY = $spawnPosition->getFloorY();
$pk->spawnZ = $spawnPosition->getFloorZ();
$pk->hasAchievementsDisabled = true;
$pk->time = $this->player->getLevel()->getTime();
$pk->eduMode = false;
$pk->rainLevel = 0; //TODO: implement these properly
$pk->lightningLevel = 0;
$pk->commandsEnabled = true;
$pk->levelId = "";
$pk->worldName = $this->server->getMotd();
$this->session->sendDataPacket($pk);
$this->player->getLevel()->sendTime($this->player);
$this->player->sendAttributes(true);
$this->player->sendCommandData();
$this->player->sendSettings();
$this->player->sendPotionEffects($this->player);
$this->player->sendData($this->player);
$this->player->sendAllInventories();
$this->player->getInventory()->sendCreativeContents();
$this->player->getInventory()->sendHeldItem($this->player);
$this->session->getInterface()->putPacket($this->player, $this->server->getCraftingManager()->getCraftingDataPacket());
$this->server->sendFullPlayerListData($this->player);
}
public function handleRequestChunkRadius(RequestChunkRadiusPacket $packet) : bool{
$this->player->setViewDistance($packet->radius);
return true;
}
}