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
This commit is contained in:
alzeih
2011-01-08 00:25:30 +13:00
committed by Chris Forbes
parent 8264c6c8dc
commit 5c343caeaf
5 changed files with 57 additions and 50 deletions

View File

@@ -188,8 +188,24 @@ namespace OpenRA.Server
DropClient(newConn);
return;
}
var client = HandshakeResponse.Deserialize(data).Client;
var handshake = HandshakeResponse.Deserialize(data);
var client = handshake.Client;
var mods = handshake.Mods;
// Check that the client has compatable mods
var valid = mods.All( m => m.Contains('@')) && //valid format
mods.Count() == Game.CurrentMods.Count() && //same number
mods.Select( m => Pair.New(m.Split('@')[0], m.Split('@')[1])).All(kv => Game.CurrentMods.ContainsKey(kv.First) &&
(kv.Second == "{DEV_VERSION}" || Game.CurrentMods[kv.First].Version == "{DEV_VERSION}" || kv.Second == Game.CurrentMods[kv.First].Version));
if (!valid)
{
Log.Write("server", "Rejected connection from {0}; mods do not match.",
newConn.socket.RemoteEndPoint);
DropClient(newConn);
return;
}
// Promote connection to a valid client
preConns.Remove(newConn);