things+stuff

This commit is contained in:
Kim Ravn Hansen
2025-09-10 12:36:42 +02:00
parent 5d0cc61cf9
commit ba293d08b3
39 changed files with 3425 additions and 2713 deletions

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@@ -1,184 +0,0 @@
import * as msg from "../utils/messages.js";
import * as security from "../utils/security.js";
import { CreatePlayerState } from "./createPlayer.js";
import { JustLoggedInState } from "./justLoggedIn.js";
import { Session } from "../models/session.js";
import { Config } from "../config.js";
const STATE_EXPECT_USERNAME = "promptUsername";
const STATE_EXPECT_PASSWORD = "promptPassword";
const USERNAME_PROMPT = [
"Please enter your _username_:",
"((type *:create* if you want to create a new user))",
];
const PASSWORD_PROMPT = "Please enter your password";
const ERROR_INSANE_PASSWORD = "Invalid password.";
const ERROR_INSANE_USERNAME = "Username invalid, must be at 4-20 characters, and may only contain [a-z], [A-Z], [0-9] and underscore"
const ERROR_INCORRECT_PASSWOD = "Incorrect password.";
/** @property {Session} session */
export class AuthState {
subState = STATE_EXPECT_USERNAME;
/**
* @param {Session} session
*/
constructor(session) {
/** @type {Session} */
this.session = session;
}
onAttach() {
this.session.sendFigletMessage("M U U H D");
this.session.sendPrompt("username", USERNAME_PROMPT);
}
/** @param {msg.ClientMessage} message */
onMessage(message) {
if (this.subState === STATE_EXPECT_USERNAME) {
this.receiveUsername(message);
return;
}
if (this.subState === STATE_EXPECT_PASSWORD) {
this.receivePassword(message);
return;
}
console.error("Logic error, we received a message after we should have been logged in");
this.session.sendError("I received a message didn't know what to do with!");
}
/** @param {msg.ClientMessage} message */
receiveUsername(message) {
//
// handle invalid message types
if (!message.isUsernameResponse()) {
console.debug("what?!", message);
this.session.sendError("Incorrect message type!");
this.session.sendPrompt("username", USERNAME_PROMPT);
return;
}
//
// Handle the creation of new players
if (message.username === ":create") {
// TODO:
// Set gamestate = CreateNewPlayer
//
// Also check if player creation is allowed in config/env
this.session.setState(new CreatePlayerState(this.session));
return;
}
//
// do basic syntax checks on usernames
if (!security.isUsernameSane(message.username)) {
this.session.sendError(ERROR_INSANE_USERNAME);
this.session.sendPrompt("username", USERNAME_PROMPT);
return;
}
this.player = this.session.game.getPlayer(message.username);
//
// handle invalid username
if (!this.player) {
//
// This is a security risk. In the perfect world we would allow the player to enter both
// username and password before kicking them out, but since the player's username is not
// an email address, and we discourage from using “important” usernames, then we tell the
// player that they entered an invalid username right away.
//
// NOTE FOR ACCOUNT CREATION
// Do adult-word checks, so we dont have Fucky_McFuckFace
// https://www.npmjs.com/package/glin-profanity
this.session.sendError("Incorrect username, try again");
this.session.sendPrompt("username", USERNAME_PROMPT);
return;
}
//
// username was correct, proceed to next step
this.subState = STATE_EXPECT_PASSWORD;
this.session.sendSystemMessage("salt", this.player.salt);
this.session.sendPrompt("password", PASSWORD_PROMPT);
}
/** @param {msg.ClientMessage} message */
receivePassword(message) {
//
// handle invalid message types
if (!message.isPasswordResponse()) {
this.session.sendError("Incorrect message type!");
this.session.sendPrompt("password", PASSWORD_PROMPT);
return;
}
//
// Check of the password is sane. This is both bad from a security point
// of view, and technically not necessary as insane passwords couldn't
// reside in the player lists. However, let's save some CPU cycles on
// not hashing an insane password 1000+ times.
// This is technically bad practice, but since this is just a game,
// do it anyway.
if (!security.isPasswordSane(message.password)) {
this.session.sendError(ERROR_INSANE_PASSWORD);
this.session.sendPrompt("password", PASSWORD_PROMPT);
return;
}
//
// Block users who enter bad passwords too many times.
if (this.player.failedPasswordsSinceLastLogin > Config.maxFailedLogins) {
this.blockedUntil = new Date() + Config.maxFailedLogins,
this.session.sendCalamity("You have been locked out for too many failed password attempts, come back later");
this.session.close();
return;
}
//
// Handle blocked users.
// They don't even get to have their password verified.
if (this.player.blockedUntil > (new Date())) {
this.session.sendCalamity("You have been locked out for too many failed password attempts, come back later");
this.session.close();
return;
}
//
// Verify the password against the hash we've stored.
if (!security.verifyPassword(message.password, this.player.passwordHash)) {
this.session.sendError("Incorrect password!");
this.session.sendPrompt("password", PASSWORD_PROMPT);
this.player.failedPasswordsSinceLastLogin++;
this.session.sendDebug(`Failed login attempt #${this.player.failedPasswordsSinceLastLogin}`);
return;
}
this.player.lastSucessfulLoginAt = new Date();
this.player.failedPasswordsSinceLastLogin = 0;
this.session.player = this.player;
//
// Password correct, check if player is an admin
if (this.player.isAdmin) {
// set state AdminJustLoggedIn
}
//
// Password was correct, go to main game
this.session.setState(new JustLoggedInState(this.session));
}
}

185
server/states/authState.js Executable file
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@@ -0,0 +1,185 @@
import * as msg from "../utils/messages.js";
import * as security from "../utils/security.js";
import { PlayerCreationState } from "./playerCreationState.js";
import { JustLoggedInState } from "./justLoggedIn.js";
import { Session } from "../models/session.js";
import { Config } from "../config.js";
const STATE_EXPECT_USERNAME = "promptUsername";
const STATE_EXPECT_PASSWORD = "promptPassword";
const USERNAME_PROMPT = [
"Please enter your _username_:",
"((type *:create* if you want to create a new user))",
];
const PASSWORD_PROMPT = "Please enter your password";
const ERROR_INSANE_PASSWORD = "Invalid password.";
const ERROR_INSANE_USERNAME =
"Username invalid, must be at 4-20 characters, and may only contain [a-z], [A-Z], [0-9] and underscore";
const ERROR_INCORRECT_PASSWOD = "Incorrect password.";
/** @property {Session} session */
export class AuthState {
subState = STATE_EXPECT_USERNAME;
/**
* @param {Session} session
*/
constructor(session) {
/** @type {Session} */
this.session = session;
}
onAttach() {
this.session.sendFigletMessage("M U U H D");
this.session.sendPrompt("username", USERNAME_PROMPT);
}
/** @param {msg.ClientMessage} message */
onMessage(message) {
if (this.subState === STATE_EXPECT_USERNAME) {
this.receiveUsername(message);
return;
}
if (this.subState === STATE_EXPECT_PASSWORD) {
this.receivePassword(message);
return;
}
console.error(
"Logic error, we received a message after we should have been logged in",
);
this.session.sendError("I received a message didn't know what to do with!");
}
/** @param {msg.ClientMessage} message */
receiveUsername(message) {
//
// handle invalid message types
if (!message.isUsernameResponse()) {
console.debug("what?!", message);
this.session.sendError("Incorrect message type!");
this.session.sendPrompt("username", USERNAME_PROMPT);
return;
}
//
// Handle the creation of new players
if (message.username === ":create") {
// TODO:
// Set gamestate = CreateNewPlayer
//
// Also check if player creation is allowed in config/env
this.session.setState(new PlayerCreationState(this.session));
return;
}
//
// do basic syntax checks on usernames
if (!security.isUsernameSane(message.username)) {
this.session.sendError(ERROR_INSANE_USERNAME);
this.session.sendPrompt("username", USERNAME_PROMPT);
return;
}
this.player = this.session.game.getPlayer(message.username);
//
// handle invalid username
if (!this.player) {
//
// This is a security risk. In the perfect world we would allow the player to enter both
// username and password before kicking them out, but since the player's username is not
// an email address, and we discourage from using “important” usernames, then we tell the
// player that they entered an invalid username right away.
//
// NOTE FOR ACCOUNT CREATION
// Do adult-word checks, so we dont have Fucky_McFuckFace
// https://www.npmjs.com/package/glin-profanity
this.session.sendError("Incorrect username, try again");
this.session.sendPrompt("username", USERNAME_PROMPT);
return;
}
//
// username was correct, proceed to next step
this.subState = STATE_EXPECT_PASSWORD;
this.session.sendSystemMessage("salt", this.player.salt);
this.session.sendPrompt("password", PASSWORD_PROMPT);
}
/** @param {msg.ClientMessage} message */
receivePassword(message) {
//
// handle invalid message types
if (!message.isPasswordResponse()) {
this.session.sendError("Incorrect message type!");
this.session.sendPrompt("password", PASSWORD_PROMPT);
return;
}
//
// Check of the password is sane. This is both bad from a security point
// of view, and technically not necessary as insane passwords couldn't
// reside in the player lists. However, let's save some CPU cycles on
// not hashing an insane password 1000+ times.
// This is technically bad practice, but since this is just a game,
// do it anyway.
if (!security.isPasswordSane(message.password)) {
this.session.sendError(ERROR_INSANE_PASSWORD);
this.session.sendPrompt("password", PASSWORD_PROMPT);
return;
}
//
// Block users who enter bad passwords too many times.
if (this.player.failedPasswordsSinceLastLogin > Config.maxFailedLogins) {
((this.blockedUntil = new Date() + Config.maxFailedLogins),
this.session.sendCalamity(
"You have been locked out for too many failed password attempts, come back later",
));
this.session.close();
return;
}
//
// Handle blocked users.
// They don't even get to have their password verified.
if (this.player.blockedUntil > new Date()) {
this.session.sendCalamity(
"You have been locked out for too many failed password attempts, come back later",
);
this.session.close();
return;
}
//
// Verify the password against the hash we've stored.
if (!security.verifyPassword(message.password, this.player.passwordHash)) {
this.session.sendError("Incorrect password!");
this.session.sendPrompt("password", PASSWORD_PROMPT);
this.player.failedPasswordsSinceLastLogin++;
this.session.sendDebug(
`Failed login attempt #${this.player.failedPasswordsSinceLastLogin}`,
);
return;
}
this.player.lastSucessfulLoginAt = new Date();
this.player.failedPasswordsSinceLastLogin = 0;
this.session.player = this.player;
//
// Password correct, check if player is an admin
if (this.player.isAdmin) {
// set state AdminJustLoggedIn
}
//
// Password was correct, go to main game
this.session.setState(new JustLoggedInState(this.session));
}
}

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@@ -7,44 +7,44 @@ import { Session } from "../models/session.js";
* It's here we listen for player commands.
*/
export class AwaitCommandsState {
/**
* @param {Session} session
*/
constructor(session) {
/** @type {Session} */
this.session = session;
}
/**
* @param {Session} session
*/
constructor(session) {
/** @type {Session} */
this.session = session;
}
onAttach() {
console.log("Session is entering the “main” state");
this.session.sendMessage("Welcome to the game!");
}
onAttach() {
console.log("Session is entering the “main” state");
this.session.sendMessage("Welcome to the game!");
}
/** @param {msg.ClientMessage} message */
onMessage(message) {
if (message.hasCommand()) {
this.handleCommand(message);
}
/** @param {msg.ClientMessage} message */
onMessage(message) {
if (message.hasCommand()) {
this.handleCommand(message);
}
}
/** @param {msg.ClientMessage} message */
handleCommand(message) {
switch (message.command) {
case "help":
this.session.sendFigletMessage("HELP");
this.session.sendMessage([
"---------------------------------------",
" *:help* this help screen",
" *:quit* quit the game",
"---------------------------------------",
]);
break;
case "quit":
this.session.sendMessage("The quitting quitter quits, typical... Cya");
this.session._websocket.close();
break;
default:
this.session.sendMessage(`Unknown command: ${message.command}`);
}
/** @param {msg.ClientMessage} message */
handleCommand(message) {
switch (message.command) {
case "help":
this.session.sendFigletMessage("HELP");
this.session.sendMessage([
"---------------------------------------",
" *:help* this help screen",
" *:quit* quit the game",
"---------------------------------------",
]);
break;
case "quit":
this.session.sendMessage("The quitting quitter quits, typical... Cya");
this.session._websocket.close();
break;
default:
this.session.sendMessage(`Unknown command: ${message.command}`);
}
}
}

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@@ -1,109 +0,0 @@
import figlet from "figlet";
import { Session } from "../models/session.js";
import { ClientMessage } from "../utils/messages.js";
import { frameText } from "../utils/tui.js";
import { Config } from "../config.js";
export class CharacterCreationState {
/**
* @proteted
* @type {(msg: ClientMessage) => }
*
* NOTE: Should this be a stack?
*/
_dynamicMessageHandler;
/**
* @param {Session} session
*/
constructor(session) {
/** @type {Session} */
this.session = session;
}
/**
* We attach (and execute) the next state
*/
onAttach() {
const charCount = this.session.player.characters.size;
//NOTE: could use async to optimize performance
const createPartyLogo = frameText(
figlet.textSync("Create Your Party"),
{ vPadding: 0, frameChars: "§=§§§§§§" },
);
this.session.sendMessage(createPartyLogo, { preformatted: true });
this.session.sendMessage([
"",
`Current party size: ${charCount}`,
`Max party size: ${Config.maxPartySize}`,
]);
const min = 1;
const max = Config.maxPartySize - charCount;
const prompt = [
`Please enter an integer between ${min} - ${max}`,
"((type *:help* to get more info about party size))",
];
this.session.sendMessage(`You can create a party with ${min} - ${max} characters, how big should your party be?`);
this.session.sendPrompt("integer", prompt);
/** @param {ClientMessage} message */
this._dynamicMessageHandler = (message) => {
if (message.isHelpCommand()) {
const mps = Config.maxPartySize; // short var name for easy doctype writing.
this.session.sendMessage([
`Your party can consist of 1 to ${mps} characters.`,
"",
"* Large parties tend live longer",
`* If you have fewer than ${mps} characters, you can`,
" hire extra characters in your local inn.",
"* large parties level slower because there are more",
" characters to share the Experience Points",
"* The individual members of small parties get better",
" loot because they don't have to share, but it",
" a lot of skill to accumulate loot as fast a larger",
" party can"
]);
return;
}
if (!message.isIntegerResponse()) {
this.session.sendError("You didn't enter a number");
this.session.sendPrompt("integer", prompt);
return;
}
const numCharactersToCreate = message.integer;
if (numCharactersToCreate > max) {
this.session.sendError("Number too high");
this.session.sendPrompt("integer", prompt);
return;
}
if (numCharactersToCreate < min) {
this.session.sendError("Number too low");
this.session.sendPrompt("integer", prompt);
return;
}
this.session.sendMessage(`Let's create ${numCharactersToCreate} character(s) for you :)`);
this._dynamicMessageHandler = undefined;
};
}
/** @param {ClientMessage} message */
onMessage(message) {
if (this._dynamicMessageHandler) {
this._dynamicMessageHandler(message);
return;
}
this.session.sendMessage("pong", message.type);
}
}

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@@ -1,165 +0,0 @@
import { Session } from "../models/session.js";
import * as msg from "../utils/messages.js";
import * as security from "../utils/security.js";
import { Player } from "../models/player.js";
import { AuthState } from "./Auth.js";
import { Config } from "../config.js";
const USERNAME_PROMPT = "Enter a valid username (4-20 characters, [a-z], [A-Z], [0-9], and underscore)";
const PASSWORD_PROMPT = "Enter a valid password";
const PASSWORD_PROMPT2 = "Enter your password again";
const ERROR_INSANE_PASSWORD = "Invalid password.";
const ERROR_INSANE_USERNAME = "Invalid username. It must be 4-20 characters, and may only contain [a-z], [A-Z], [0-9] and underscore"
const ERROR_INCORRECT_PASSWOD = "Incorrect password.";
/** @property {Session} session */
export class CreatePlayerState {
/**
* @proteted
* @type {(msg: ClientMessage) => }
*
* Allows us to dynamically set which
* method handles incoming messages.
*/
_dynamicMessageHandler;
/** @protected @type {Player} */
_player;
/** @protected @type {string} */
_password;
/**
* @param {Session} session
*/
constructor(session) {
/** @type {Session} */
this.session = session;
}
onAttach() {
//
// If there are too many players, stop allowing new players in.
if (this.session.game._players.size >= Config.maxPlayers) {
this.session.sendCalamity("Server is full, no more players can be created");
this.session.close();
}
this.session.sendFigletMessage("New Player");
this.session.sendPrompt("username", USERNAME_PROMPT);
// our initial substate is to receive a username
this.setMessageHandler(this.receiveUsername);
}
/** @param {msg.ClientMessage} message */
onMessage(message) {
this._dynamicMessageHandler(message);
}
/* @param {(msg: ClientMessage) => } handler */
setMessageHandler(handler) {
this._dynamicMessageHandler = handler;
}
/** @param {msg.ClientMessage} message */
receiveUsername(message) {
//
// NOTE FOR ACCOUNT CREATION
// Do adult-word checks, so we dont have Fucky_McFuckFace
// https://www.npmjs.com/package/glin-profanity
//
// handle invalid message types
if (!message.isUsernameResponse()) {
this.session.sendError("Incorrect message type!");
this.session.sendPrompt("username", USERNAME_PROMPT);
return;
}
//
// do basic syntax checks on usernames
if (!security.isUsernameSane(message.username)) {
this.session.sendError(ERROR_INSANE_USERNAME);
this.session.sendPrompt("username", USERNAME_PROMPT);
return;
}
const player = this.session.game.createPlayer(message.username);
//
// handle taken/occupied username
if (player === false) {
// Telling the user right away that the username is taken can
// lead to data leeching. But fukkit.
this.session.sendError(`Username _${message.username}_ was taken by another player.`);
this.session.sendPrompt("username", USERNAME_PROMPT);
return;
}
this._player = player;
this.session.sendSystemMessage("salt", player.salt);
this.session.sendMessage(`Username _*${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));
}
}

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@@ -3,11 +3,11 @@ import { Session } from "../models/session.js";
/** @interface */
export class StateInterface {
/** @param {Session} session */
constructor(session) { }
/** @param {Session} session */
constructor(session) {}
onAttach() { }
onAttach() {}
/** @param {ClientMessage} message */
onMessage(message) {}
/** @param {ClientMessage} message */
onMessage(message) {}
}

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@@ -1,33 +1,35 @@
import { Session } from "../models/session.js";
import { CharacterCreationState } from "./characterCreation.js";
import { PartyCreationState } from "./partyCreationState.js";
import { AwaitCommandsState } from "./awaitCommands.js";
/** @interface */
export class JustLoggedInState {
/** @param {Session} session */
constructor(session) {
/** @type {Session} */
this.session = session;
/** @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 PartyCreationState(this.session));
return;
}
// 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));
}
this.session.setState(new AwaitCommandsState(this.session));
}
}

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@@ -0,0 +1,108 @@
import figlet from "figlet";
import { Session } from "../models/session.js";
import { ClientMessage } from "../utils/messages.js";
import { frameText } from "../utils/tui.js";
import { Config } from "../config.js";
export class PartyCreationState {
/**
* @proteted
* @type {(msg: ClientMessage) => }
*
* NOTE: Should this be a stack?
*/
_dynamicMessageHandler;
/** @param {Session} session */
constructor(session) {
/** @type {Session} */
this.session = session;
}
/** We attach (and execute) the next state */
onAttach() {
const charCount = this.session.player.characters.size;
//NOTE: could use async to optimize performance
const createPartyLogo = frameText(figlet.textSync("Create Your Party"), {
vPadding: 0,
frameChars: "§=§§§§§§",
});
this.session.sendMessage(createPartyLogo, { preformatted: true });
this.session.sendMessage([
"",
`Current party size: ${charCount}`,
`Max party size: ${Config.maxPartySize}`,
]);
const min = 1;
const max = Config.maxPartySize - charCount;
const prompt = [
`Please enter an integer between ${min} - ${max}`,
"((type *:help* to get more info about party size))",
];
this.session.sendMessage(
`You can create a party with ${min} - ${max} characters, how big should your party be?`,
);
this.session.sendPrompt("integer", prompt);
/** @param {ClientMessage} message */
this._dynamicMessageHandler = (message) => {
if (message.isHelpCommand()) {
const mps = Config.maxPartySize; // short var name for easy doctype writing.
this.session.sendMessage([
`Your party can consist of 1 to ${mps} characters.`,
"",
"* Large parties tend live longer",
`* If you have fewer than ${mps} characters, you can`,
" hire extra characters in your local inn.",
"* large parties level slower because there are more",
" characters to share the Experience Points",
"* The individual members of small parties get better",
" loot because they don't have to share, but it",
" a lot of skill to accumulate loot as fast a larger",
" party can",
]);
return;
}
if (!message.isIntegerResponse()) {
this.session.sendError("You didn't enter a number");
this.session.sendPrompt("integer", prompt);
return;
}
const numCharactersToCreate = message.integer;
if (numCharactersToCreate > max) {
this.session.sendError("Number too high");
this.session.sendPrompt("integer", prompt);
return;
}
if (numCharactersToCreate < min) {
this.session.sendError("Number too low");
this.session.sendPrompt("integer", prompt);
return;
}
this.session.sendMessage(
`Let's create ${numCharactersToCreate} character(s) for you :)`,
);
this._dynamicMessageHandler = undefined;
};
}
/** @param {ClientMessage} message */
onMessage(message) {
if (this._dynamicMessageHandler) {
this._dynamicMessageHandler(message);
return;
}
this.session.sendMessage("pong", message.type);
}
}

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import { Session } from "../models/session.js";
import * as msg from "../utils/messages.js";
import * as security from "../utils/security.js";
import { Player } from "../models/player.js";
import { AuthState } from "./authState.js";
import { Config } from "../config.js";
const USERNAME_PROMPT =
"Enter a valid username (4-20 characters, [a-z], [A-Z], [0-9], and underscore)";
const PASSWORD_PROMPT = "Enter a valid password";
const PASSWORD_PROMPT2 = "Enter your password again";
const ERROR_INSANE_PASSWORD = "Invalid password.";
const ERROR_INSANE_USERNAME =
"Invalid username. It must be 4-20 characters, and may only contain [a-z], [A-Z], [0-9] and underscore";
const ERROR_INCORRECT_PASSWOD = "Incorrect password.";
/** @property {Session} session */
export class PlayerCreationState {
/**
* @proteted
* @type {(msg: ClientMessage) => }
*
* Allows us to dynamically set which
* method handles incoming messages.
*/
_dynamicMessageHandler;
/** @protected @type {Player} */
_player;
/** @protected @type {string} */
_password;
/**
* @param {Session} session
*/
constructor(session) {
/** @type {Session} */
this.session = session;
}
onAttach() {
//
// If there are too many players, stop allowing new players in.
if (this.session.game._players.size >= Config.maxPlayers) {
this.session.sendCalamity(
"Server is full, no more players can be created",
);
this.session.close();
}
this.session.sendFigletMessage("New Player");
this.session.sendPrompt("username", USERNAME_PROMPT);
// our initial substate is to receive a username
this.setMessageHandler(this.receiveUsername);
}
/** @param {msg.ClientMessage} message */
onMessage(message) {
this._dynamicMessageHandler(message);
}
/* @param {(msg: ClientMessage) => } handler */
setMessageHandler(handler) {
this._dynamicMessageHandler = handler;
}
/** @param {msg.ClientMessage} message */
receiveUsername(message) {
//
// NOTE FOR ACCOUNT CREATION
// Do adult-word checks, so we dont have Fucky_McFuckFace
// https://www.npmjs.com/package/glin-profanity
//
// handle invalid message types
if (!message.isUsernameResponse()) {
this.session.sendError("Incorrect message type!");
this.session.sendPrompt("username", USERNAME_PROMPT);
return;
}
//
// do basic syntax checks on usernames
if (!security.isUsernameSane(message.username)) {
this.session.sendError(ERROR_INSANE_USERNAME);
this.session.sendPrompt("username", USERNAME_PROMPT);
return;
}
const player = this.session.game.createPlayer(message.username);
//
// handle taken/occupied username
if (player === false) {
// Telling the user right away that the username is taken can
// lead to data leeching. But fukkit.
this.session.sendError(
`Username _${message.username}_ was taken by another player.`,
);
this.session.sendPrompt("username", USERNAME_PROMPT);
return;
}
this._player = player;
this.session.sendSystemMessage("salt", player.salt);
this.session.sendMessage(
`Username _*${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));
}
}