feat: dedicated server security hardening
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.
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@@ -137,6 +137,21 @@ public:
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// 4J Added
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bool hasClientTickedOnce() { return m_bHasClientTickedOnce; }
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// Identity token verification state (accessed from both recv and main threads)
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std::atomic<bool> m_identityVerified;
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std::atomic<int> m_identityChallengeTick;
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// Security gate: buffer packets until cipher handshake completes
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bool m_securityGateOpen;
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vector<shared_ptr<Packet>> m_securityBuffer;
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bool isIdentityVerified() const { return m_identityVerified; }
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int getIdentityChallengeTick() const { return m_identityChallengeTick; }
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void setIdentityChallengeTick(int tick) { m_identityChallengeTick = tick; }
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void setIdentityVerified(bool v) { m_identityVerified = v; }
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bool isSecurityGateOpen() const { return m_securityGateOpen; }
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void openSecurityGate();
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private:
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bool m_bCloseOnTick;
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vector<wstring> m_texturesRequested;
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