things + stff
This commit is contained in:
158
server/models/states/auth.js
Executable file
158
server/models/states/auth.js
Executable file
@@ -0,0 +1,158 @@
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import { Session } from "../session.js";
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import * as msg from "../../utils/messages.js";
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import * as security from "../../utils/security.js";
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import { JustLoggedInState } from "./justLoggedIn.js";
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import { CreatePlayerState } from "./createPlayer.js";
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const STATE_EXPECT_USERNAME = "promptUsername";
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const STATE_EXPECT_PASSWORD = "promptPassword";
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const USERNAME_PROMPT = [
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"Please enter your username",
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"((type *:help* for help))",
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"((type *:create* if you want to create a new user))",
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];
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const PASSWORD_PROMPT = "Please enter your password";
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const ERROR_INSANE_PASSWORD = "Invalid password.";
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const ERROR_INSANE_USERNAME = "Username invalid, must be at 4-20 characters, and may only contain [a-z], [A-Z], [0-9] and underscore"
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const ERROR_INCORRECT_PASSWOD = "Incorrect password.";
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/** @property {Session} session */
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export class AuthState {
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subState = STATE_EXPECT_USERNAME;
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/**
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* @param {Session} session
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*/
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constructor(session) {
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/** @type {Session} */
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this.session = session;
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}
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onAttach() {
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this.session.sendFigletMessage("M U U H D");
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this.session.sendPrompt("username", USERNAME_PROMPT);
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}
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/** @param {msg.ClientMessage} message */
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onMessage(message) {
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if (this.subState === STATE_EXPECT_USERNAME) {
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this.receiveUsername(message);
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return;
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}
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if (this.subState === STATE_EXPECT_PASSWORD) {
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this.receivePassword(message)
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return;
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}
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console.error("Logic error, we received a message after we should have been logged in");
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this.session.sendError("I received a message didn't know what to do with!");
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}
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/** @param {msg.ClientMessage} message */
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receiveUsername(message) {
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//
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// handle invalid message types
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if (!message.isUsernameResponse()) {
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this.session.sendError("Incorrect message type!");
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this.session.sendPrompt("username", USERNAME_PROMPT);
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return;
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}
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//
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// Handle the creation of new players
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if (message.username === ":create") {
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// TODO:
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// Set gamestate = CreateNewPlayer
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//
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// Also check if player creation is allowed in cfg/env
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this.session.setState(new CreatePlayerState(this.session));
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return;
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}
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//
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// do basic syntax checks on usernames
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if (!security.isUsernameSane(message.username)) {
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this.session.sendError(ERROR_INSANE_USERNAME);
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this.session.sendPrompt("username", USERNAME_PROMPT);
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return;
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}
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if (this.session.game.players.size === 0) {
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console.error("there are no players registered");
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}
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const player = this.session.game.players.get(message.username);
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//
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// handle invalid username
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if (!player) {
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//
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// This is a security risk. In the perfect world we would allow the player to enter both
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// username and password before kicking them out, but since the player's username is not
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// an email address, and we discourage from using “important” usernames, then we tell the
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// player that they entered an invalid username right away.
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//
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// NOTE FOR ACCOUNT CREATION
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// Do adult-word checks, so we dont have Fucky_McFuckFace
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// https://www.npmjs.com/package/glin-profanity
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this.session.sendError("Incorrect username, try again");
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this.session.sendPrompt("username", USERNAME_PROMPT);
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return;
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}
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//
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// username was correct, proceed to next step
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this.session.player = player;
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this.subState = STATE_EXPECT_PASSWORD;
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this.session.sendPrompt("password", PASSWORD_PROMPT);
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}
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/** @param {msg.ClientMessage} message */
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receivePassword(message) {
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//
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// handle invalid message types
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if (!message.isPasswordResponse()) {
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this.session.sendError("Incorrect message type!");
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this.session.sendPrompt("password", PASSWORD_PROMPT);
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return;
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}
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//
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// Check of the password is sane. This is both bad from a security point
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// of view, and technically not necessary as insane passwords couldn't
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// reside in the player lists. However, let's save some CPU cycles on
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// not hashing an insane password 1000+ times.
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// This is technically bad practice, but since this is just a game,
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// do it anyway.
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if (!security.isPasswordSane(message.password)) {
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this.session.sendError(ERROR_INSANE_PASSWORD);
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this.session.sendPrompt("password", PASSWORD_PROMPT);
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return;
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}
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//
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// Verify the password against the hash we've stored.
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if (!security.verifyPassword(message.password, this.session.player.passwordHash)) {
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this.session.sendError("Incorrect password!");
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this.session.sendPrompt("password", PASSWORD_PROMPT);
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return;
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}
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//
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// Password correct, check if player is an admin
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if (this.session.player.isAdmin) {
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// set state AdminJustLoggedIn
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}
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//
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// Password was correct, go to main game
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this.session.setState(new JustLoggedInState(this.session));
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}
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}
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50
server/models/states/awaitCommands.js
Normal file
50
server/models/states/awaitCommands.js
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@@ -0,0 +1,50 @@
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import * as msg from "../../utils/messages.js";
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import { Session } from "../session.js";
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/**
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* Main game state
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*
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* It's here we listen for player commands.
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*/
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export class AwaitCommandsState {
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/**
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* @param {Session} session
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*/
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constructor(session) {
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/** @type {Session} */
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this.session = session;
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}
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onAttach() {
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console.log("Session is entering the “main” state");
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this.session.sendMessage("Welcome to the game!");
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}
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/** @param {msg.ClientMessage} message */
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onMessage(message) {
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if (message.hasCommand()) {
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this.handleCommand(message);
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}
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}
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/** @param {msg.ClientMessage} message */
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handleCommand(message) {
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switch (message.command) {
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case "help":
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this.session.sendFigletMessage("HELP");
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this.session.sendMessage([
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"---------------------------------------",
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" *:help* this help screen",
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" *:quit* quit the game",
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"---------------------------------------",
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]);
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break;
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case "quit":
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this.session.sendMessage("The quitting quitter quits, typical... Cya");
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this.session.websocket.close();
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break;
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default:
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this.session.sendMessage(`Unknown command: ${message.command}`);
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}
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}
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}
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105
server/models/states/characterCreation.js
Executable file
105
server/models/states/characterCreation.js
Executable file
@@ -0,0 +1,105 @@
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import figlet from "figlet";
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import { Session } from "../session.js";
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import WebSocket from "ws";
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import { AuthState } from "./auth.js";
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import { ClientMessage } from "../../utils/messages.js";
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import { PARTY_MAX_SIZE } from "../../config.js";
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import { frameText } from "../../utils/tui.js";
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export class CharacterCreationState {
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/**
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* @proteted
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* @type {(msg: ClientMessage) => }
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*
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* NOTE: Should this be a stack?
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*/
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_dynamicMessageHandler;
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/**
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* @param {Session} session
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*/
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constructor(session) {
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/** @type {Session} */
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this.session = session;
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}
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/**
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* We attach (and execute) the next state
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*/
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onAttach() {
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const charCount = this.session.player.characters.size;
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const createPartyLogo = frameText(
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figlet.textSync("Create Your Party"),
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{ hPadding: 2, vPadding: 1, hMargin: 2, vMargin: 1 },
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);
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this.session.sendMessage(createPartyLogo, {preformatted:true});
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this.session.sendMessage([
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"",
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`Current party size: ${charCount}`,
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`Max party size: ${PARTY_MAX_SIZE}`,
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]);
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const min = 1;
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const max = PARTY_MAX_SIZE - charCount;
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const prompt = `Please enter an integer between ${min} - ${max} (or type :help to get more info about party size)`;
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this.session.sendMessage(`You can create a party with ${min} - ${max} characters, how big should your party be?`);
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this.session.sendPrompt("integer", prompt);
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/** @param {ClientMessage} message */
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this._dynamicMessageHandler = (message) => {
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const n = PARTY_MAX_SIZE;
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if (message.isHelpCommand()) {
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this.session.sendMessage([
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`Your party can consist of 1 to ${n} characters.`,
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"",
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"* Large parties tend live longer",
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`* If you have fewer than ${n} characters, you can`,
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" hire extra characters in your local inn.",
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"* large parties level slower because there are more",
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" characters to share the Experience Points",
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"* The individual members of small parties get better",
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" loot because they don't have to share, but it",
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" a lot of skill to accumulate loot as fast a larger",
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" party can"
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]);
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return;
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}
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if (!message.isIntegerResponse()) {
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this.session.sendError("You didn't enter a number");
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this.session.sendPrompt("integer", prompt);
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return;
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}
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const numCharactersToCreate = message.integer;
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if (numCharactersToCreate > max) {
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this.session.sendError("Number too high");
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this.session.sendPrompt("integer", prompt);
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return;
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}
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if (numCharactersToCreate < min) {
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this.session.sendError("Number too low");
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this.session.sendPrompt("integer", prompt);
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return;
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}
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this.session.sendMessage(`Let's create ${numCharactersToCreate} character(s) for you :)`);
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this._dynamicMessageHandler = undefined;
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};
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}
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/** @param {ClientMessage} message */
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onMessage(message) {
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if (this._dynamicMessageHandler) {
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this._dynamicMessageHandler(message);
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return;
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}
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this.session.sendMessage("pong", message.type);
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}
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}
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167
server/models/states/createPlayer.js
Executable file
167
server/models/states/createPlayer.js
Executable file
@@ -0,0 +1,167 @@
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import WebSocket from "ws";
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import { Session } from "../session.js";
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import * as msg from "../../utils/messages.js";
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import * as security from "../../utils/security.js";
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import { AuthState } from "./auth.js";
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import { Player } from "../player.js";
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const USERNAME_PROMPT = "Enter a valid username (4-20 characters, [a-z], [A-Z], [0-9], and underscore)";
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const PASSWORD_PROMPT = "Enter a valid password";
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const PASSWORD_PROMPT2 = "Enter your password again";
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const ERROR_INSANE_PASSWORD = "Invalid password.";
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const ERROR_INSANE_USERNAME = "Invalid username. It must be 4-20 characters, and may only contain [a-z], [A-Z], [0-9] and underscore"
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const ERROR_INCORRECT_PASSWOD = "Incorrect password.";
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/** @property {Session} session */
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export class CreatePlayerState {
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/**
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* @proteted
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* @type {(msg: ClientMessage) => }
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*
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* Allows us to dynamically set which
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* method handles incoming messages.
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*/
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_dynamicMessageHandler;
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/** @protected @type {Player} */
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_player;
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/** @protected @type {string} */
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_password;
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/**
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* @param {Session} session
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*/
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constructor(session) {
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/** @type {Session} */
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this.session = session;
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}
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onAttach() {
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this.session.sendFigletMessage("New Player");
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this.session.sendPrompt("username", USERNAME_PROMPT);
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// our initial substate is to receive a username
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this.setMessageHandler(this.receiveUsername);
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}
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/** @param {msg.ClientMessage} message */
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onMessage(message) {
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this._dynamicMessageHandler(message);
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}
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/* @param {(msg: ClientMessage) => } handler */
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setMessageHandler(handler) {
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this._dynamicMessageHandler = handler;
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}
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/** @param {msg.ClientMessage} message */
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receiveUsername(message) {
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//
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// NOTE FOR ACCOUNT CREATION
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// Do adult-word checks, so we dont have Fucky_McFuckFace
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// https://www.npmjs.com/package/glin-profanity
|
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//
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// handle invalid message types
|
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if (!message.isUsernameResponse()) {
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this.session.sendError("Incorrect message type!");
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this.session.sendPrompt("username", USERNAME_PROMPT);
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return;
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}
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//
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// do basic syntax checks on usernames
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if (!security.isUsernameSane(message.username)) {
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this.session.sendError(ERROR_INSANE_USERNAME);
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this.session.sendPrompt("username", USERNAME_PROMPT);
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return;
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||||
}
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||||
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const taken = this.session.game.players.has(message.username);
|
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//
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// handle taken/occupied username
|
||||
if (taken) {
|
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// Telling the user right away that the username is taken can
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// lead to data leeching. But fukkit.
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this.session.sendError(`Username _${message.username}_ was taken by another player.`);
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this.session.sendPrompt("username", USERNAME_PROMPT);
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return;
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}
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this._player = new Player(message.username, undefined);
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||||
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||||
// _____ _
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||||
// | ___(_)_ ___ __ ___ ___
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||||
// | |_ | \ \/ / '_ ` _ \ / _ \
|
||||
// | _| | |> <| | | | | | __/
|
||||
// |_| |_/_/\_\_| |_| |_|\___|
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||||
//
|
||||
// 1. Add mutex on the players table to avoid race conditions
|
||||
// 2. Prune "dead" players (players with 0 logins) after a short while
|
||||
this.session.game.players.set(message.username, this._player);
|
||||
this.session.sendMessage("Username available");
|
||||
this.session.sendMessage(`Username _*${message.username}*_ is available, and I've reserved it for you :)`);
|
||||
this.session.sendPrompt("password", PASSWORD_PROMPT);
|
||||
this.setMessageHandler(this.receivePassword);
|
||||
}
|
||||
|
||||
/** @param {msg.ClientMessage} message */
|
||||
receivePassword(message) {
|
||||
|
||||
//
|
||||
// handle invalid message types
|
||||
if (!message.isPasswordResponse()) {
|
||||
console.log("Invalid message type, expected password reply", message);
|
||||
this.session.sendError("Incorrect message type!");
|
||||
this.session.sendPrompt("password", PASSWORD_PROMPT);
|
||||
return;
|
||||
}
|
||||
|
||||
//
|
||||
// Check that it's been hashed thoroughly before being sent here.
|
||||
if (!security.isPasswordSane(message.password)) {
|
||||
this.session.sendError(ERROR_INSANE_PASSWORD);
|
||||
this.session.sendPrompt("password", PASSWORD_PROMPT);
|
||||
return;
|
||||
}
|
||||
|
||||
this._password = message.password; // it's relatively safe to store the PW here temporarily. The client already hashed the hell out of it.
|
||||
this.session.sendPrompt("password", PASSWORD_PROMPT2);
|
||||
|
||||
this.setMessageHandler(this.receivePasswordConfirmation);
|
||||
}
|
||||
|
||||
/** @param {msg.ClientMessage} memssage */
|
||||
receivePasswordConfirmation(message) {
|
||||
|
||||
//
|
||||
// handle invalid message types
|
||||
if (!message.isPasswordResponse()) {
|
||||
console.log("Invalid message type, expected password reply", message);
|
||||
this.session.sendError("Incorrect message type!");
|
||||
this.session.sendPrompt("password", PASSWORD_PROMPT);
|
||||
this.setMessageHandler(this.receivePassword);
|
||||
return;
|
||||
}
|
||||
|
||||
//
|
||||
// Handle mismatching passwords
|
||||
if (message.password !== this._password) {
|
||||
this.session.sendError("Incorrect, you have to enter your password twice in a row successfully");
|
||||
this.session.sendPrompt("password", PASSWORD_PROMPT);
|
||||
this.setMessageHandler(this.receivePassword);
|
||||
return;
|
||||
}
|
||||
|
||||
//
|
||||
// Success!
|
||||
// Take the user to the login screen.
|
||||
this.session.sendMessage("*_Success_* ✅ You will now be asked to log in again, sorry for that ;)");
|
||||
this._player.setPasswordHash(security.generateHash(this._password));
|
||||
this.session.setState(new AuthState(this.session));
|
||||
}
|
||||
}
|
||||
13
server/models/states/interface.js
Executable file
13
server/models/states/interface.js
Executable file
@@ -0,0 +1,13 @@
|
||||
import { ClientMessage } from "../../utils/messages.js";
|
||||
import { Session } from "../session.js";
|
||||
|
||||
/** @interface */
|
||||
export class StateInterface {
|
||||
/** @param {Session} session */
|
||||
constructor(session) { }
|
||||
|
||||
onAttach() { }
|
||||
|
||||
/** @param {ClientMessage} message */
|
||||
onMessage(message) {}
|
||||
}
|
||||
36
server/models/states/justLoggedIn.js
Executable file
36
server/models/states/justLoggedIn.js
Executable file
@@ -0,0 +1,36 @@
|
||||
import { Session } from "../session.js";
|
||||
import { ClientMessage } from "../../utils/messages.js";
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||||
import { CharacterCreationState } from "./characterCreation.js";
|
||||
import { AwaitCommandsState } from "./awaitCommands.js";
|
||||
|
||||
/** @interface */
|
||||
export class JustLoggedInState {
|
||||
/** @param {Session} session */
|
||||
constructor(session) {
|
||||
/** @type {Session} */
|
||||
this.session = session;
|
||||
}
|
||||
|
||||
// Show welcome screen
|
||||
onAttach() {
|
||||
this.session.sendMessage([
|
||||
"",
|
||||
"Welcome",
|
||||
"",
|
||||
"You can type “:quit” at any time to quit the game",
|
||||
"",
|
||||
]);
|
||||
|
||||
|
||||
|
||||
//
|
||||
// Check if we need to create characters for the player
|
||||
if (this.session.player.characters.size === 0) {
|
||||
this.session.sendMessage("You haven't got any characters, so let's make some\n\n");
|
||||
this.session.setState(new CharacterCreationState(this.session));
|
||||
return;
|
||||
}
|
||||
|
||||
this.session.setState(new AwaitCommandsState(this.session));
|
||||
}
|
||||
}
|
||||
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