Files
2026-10-14 06:59:51 +02:00

133 lines
7.0 KiB
C#

using Microsoft.AspNetCore.Mvc;
using Campus_live_rewrite.api.server;
namespace Campus_live_rewrite.Controllers
{
// Patch handshake. CampusPatch (the DLL) POSTs here once at startup (main.cpp) with the
// shared secret in the X-Campus-Patch header. The SERVER holds the real secret and compares:
// a match answers 200, anything else answers 403. A DLL with the wrong/absent header is
// denied here, and main.cpp aborts on a non-200 so that client never connects.
//
// The secret lives ONLY on the server (ConfigCampus.PatchSignature) - the DLL just echoes
// what it was built with; the server is what decides.
[ApiController]
public class PatchController : ControllerBase
{
public const string HeaderName = "X-Campus-Patch";
[HttpPost("/api/patch/verify")]
[HttpGet("/api/patch/verify")]
public IActionResult Verify()
{
string sent = Request.Headers[HeaderName].FirstOrDefault() ?? "";
string expected = ConfigCampus.PatchSignature ?? "";
string ip = Request.Headers["CF-Connecting-IP"].FirstOrDefault()
?? Request.Headers["X-Forwarded-For"].FirstOrDefault()
?? HttpContext.Connection.RemoteIpAddress?.ToString()
?? "?";
bool ok = !string.IsNullOrEmpty(expected) && FixedTimeEquals(sent, expected);
if (!ok)
{
Console.WriteLine($"[patchverify] DENIED {ip} - signature {(string.IsNullOrEmpty(sent) ? "absent" : "mismatch")}");
return StatusCode(StatusCodes.Status403Forbidden, new { ok = false });
}
// Just a friendly startup check for the DLL - real enforcement is the per-request
// X-Campus-Patch header validated in PatchGateMiddleware. No whitelist is kept.
Console.WriteLine($"[patchverify] OK {ip}");
return Ok(new { ok = true });
}
public class ProofBody {
public long ts { get; set; }
public string? sha { get; set; }
public string? steam { get; set; }
public string? mac { get; set; }
// Optional launcher-launch token "accountId|steamId|ts|hmac". Minted by the launcher
// and passed to the game via CAMPUS_LAUNCH_TOKEN. Verified by LauncherLaunchProofs
// and remembered per ip / steam so the login gate can require it.
public string? launchToken { get; set; }
}
/// <summary>
/// POST /api/patch/proof {ts, sha, steam, mac, launchToken?} - the PC patch proving it is
/// the current build (PatchProofs) AND the launcher proving IT started the game
/// (LauncherLaunchProofs, via the launchToken field). Sent at startup and right before
/// each game login; a good one lets PC logins from this IP / Steam id through
/// /Auth/connect/token for a few minutes. An older patch is told so (409), and its logins
/// are refused. A missing / bad launch token is recorded as "no launcher proof" (the login
/// gate's own decision whether that refuses the login - see ConfigCampus.RequireLauncherLaunch).
/// </summary>
/// <summary>GET /api/patch/proof/info - ReleaseGame.bat checks this before it gives the patch a new
/// key: only a server that reads Data/Launcher/patch/&lt;sha256&gt;.key can check a rotated key.</summary>
[HttpGet("/api/patch/proof/info")]
public IActionResult ProofInfo() => Ok(new { ok = true, perBuildKeys = true, launcherLaunchGate = true, channels = true });
[HttpPost("/api/patch/proof")]
public IActionResult Proof([FromBody] ProofBody? body)
{
string ip = PatchGateMiddleware.ClientIp(HttpContext);
if (body == null) return BadRequest(new { ok = false });
ulong.TryParse(body.steam, out ulong steam);
var check = PatchProofs.Verify(body.ts, body.sha ?? "", steam, body.mac ?? "");
if (!check.Ok)
{
Console.WriteLine($"[patchproof] refused {ip} (steam {steam}): {check.Why}");
bool old = check.Why.StartsWith("old patch");
return StatusCode(old ? 409 : 403, new { ok = false, error = old ? "This Campus patch is out of date - restart the game from the Campus launcher." : "Patch proof refused." });
}
// The beta / dev patches are for developer accounts: their proof must carry a launcher token that names one.
if (check.Channel.Length > 0)
{
var who = string.IsNullOrEmpty(body.launchToken) ? default : LauncherLaunchProofs.Verify(body.launchToken!);
if (!who.Ok || !Campus_live_rewrite.Controllers.LauncherController.IsDevAccount(who.AccountId))
{
Console.WriteLine($"[patchproof] refused {ip} (steam {steam}): the {check.Channel} patch is for developer accounts");
return StatusCode(403, new { ok = false, error = "Patch proof refused." });
}
}
PatchProofs.Record(ip, steam);
// Launcher-launch proof is OPTIONAL on this endpoint - we always accept the patch
// proof, and the login gate decides what to do when the launcher proof is missing.
// That way an older build of the patch (no launchToken yet) stays compatible: it just
// never satisfies the launcher-launch gate.
bool launcherOk = false;
string? launcherWhy = null;
if (!string.IsNullOrEmpty(body.launchToken))
{
var lc = LauncherLaunchProofs.Verify(body.launchToken!);
if (lc.Ok)
{
// Cross-check: the token's steam id must be the same one the patch is signing
// for. Otherwise someone could lift a token from another account and attach it.
if (steam != 0 && lc.SteamId != 0 && lc.SteamId != steam)
{
launcherWhy = $"token steam {lc.SteamId} != proof steam {steam}";
}
else
{
LauncherLaunchProofs.Record(ip, steam);
launcherOk = true;
}
}
else launcherWhy = lc.Why;
}
else launcherWhy = "no launchToken";
if (!launcherOk) Console.WriteLine($"[launchproof] no fresh launcher proof for {ip} (steam {steam}): {launcherWhy}");
return Ok(new { ok = true, launcherOk });
}
// Constant-time compare so the secret can't be brute-forced a byte at a time by timing.
private static bool FixedTimeEquals(string a, string b)
{
var ab = System.Text.Encoding.UTF8.GetBytes(a ?? "");
var bb = System.Text.Encoding.UTF8.GetBytes(b ?? "");
return System.Security.Cryptography.CryptographicOperations.FixedTimeEquals(ab, bb);
}
}
}