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author | rubidium42 <rubidium@openttd.org> | 2021-04-23 19:27:48 +0200 |
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committer | rubidium42 <rubidium42@users.noreply.github.com> | 2021-04-24 08:02:54 +0200 |
commit | 2999d301adade21ddd253b5d765bb8468e39f224 (patch) | |
tree | 284feeeca11a698d036c1cef0ee68de41c9ea2b1 | |
parent | e1cebe0ea0719ad408a0a7494efe1d8581b702ce (diff) | |
download | openttd-2999d301adade21ddd253b5d765bb8468e39f224.tar.xz |
Add: [Network] Validate the client name when receiving one from the server
This so names from other clients are known valid in the client as well, instead allowing some compromised/bad server to potentially crash clients upon certain expectations.
-rw-r--r-- | src/network/network_client.cpp | 4 |
1 files changed, 4 insertions, 0 deletions
diff --git a/src/network/network_client.cpp b/src/network/network_client.cpp index b234880d7..72f69f99f 100644 --- a/src/network/network_client.cpp +++ b/src/network/network_client.cpp @@ -623,6 +623,10 @@ NetworkRecvStatus ClientNetworkGameSocketHandler::Receive_SERVER_CLIENT_INFO(Pac if (this->status < STATUS_AUTHORIZED) return NETWORK_RECV_STATUS_MALFORMED_PACKET; if (this->HasClientQuit()) return NETWORK_RECV_STATUS_CONN_LOST; + /* The server validates the name when receiving it from clients, so when it is wrong + * here something went really wrong. In the best case the packet got malformed on its + * way too us, in the worst case the server is broken or compromised. */ + if (!NetworkIsValidClientName(name)) return NETWORK_RECV_STATUS_MALFORMED_PACKET; ci = NetworkClientInfo::GetByClientID(client_id); if (ci != nullptr) { |