Mod version validation
- Game.CurrentMods property to query the current mods when no orderManager accessible - Server sends mod versions to master server on ping - Client sends mod versions on handshake response - Validate match on server side of handshake, not client side
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@@ -103,37 +103,6 @@ namespace OpenRA.Network
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{
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var request = HandshakeRequest.Deserialize(order.TargetString);
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// Check valid mods/versions
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var serverMods = request.Mods;
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var localMods = orderManager.LobbyInfo.GlobalSettings.Mods;
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bool valid = true;
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if (localMods.Length != serverMods.Length)
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valid = false;
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else
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foreach (var m in serverMods)
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{
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var parts = m.Split('@');
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if (!localMods.Contains(parts[0]))
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{
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valid = false;
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break;
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}
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if (parts[1] == "{DEV_VERSION}" || Mod.AllMods[parts[0]].Version == "{DEV_VERSION}")
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continue;
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if (parts[1] != Mod.AllMods[parts[0]].Version)
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{
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valid = false;
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break;
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}
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}
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if (!valid)
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throw new InvalidOperationException("Mod/Version mismatch. Client: `{0}`, Server: `{1}`".F(
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string.Join(",",localMods.Select(m => "{0}@{1}".F(m, Mod.AllMods[m].Version)).ToArray()),
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string.Join(",",serverMods)));
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// Check that the map exists on the client
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if (!Game.modData.AvailableMaps.ContainsKey(request.Map))
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throw new InvalidOperationException("Missing map {0}".F(request.Map));
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@@ -149,6 +118,7 @@ namespace OpenRA.Network
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State = Session.ClientState.NotReady
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};
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var localMods = orderManager.LobbyInfo.GlobalSettings.Mods.Select(m => "{0}@{1}".F(m,Mod.AllMods[m].Version)).ToArray();
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var response = new HandshakeResponse()
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{
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Client = info,
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