Core/Session: proper client timeout detection (#1232)

* Core/Session: proper client timeout detection

- Properly detect client timeout when logged into a character after a configurable time (default 60s) has passed without the client sending any packets.
- Fixes issues with crashed clients leaving characters in the world for a very long time (default 15 minutes), as well as edge case exploits involving intentionally pausing client execution for some amount of time.
This commit is contained in:
Viste(Кирилл)
2019-01-08 09:33:24 +03:00
committed by GitHub
parent 09fa4c515b
commit f852a87f9c
6 changed files with 27 additions and 8 deletions

View File

@@ -125,7 +125,7 @@ WorldSession::WorldSession(uint32 id, WorldSocket* sock, AccountTypes sec, uint8
{
m_Address = sock->GetRemoteAddress();
sock->AddReference();
ResetTimeOutTime();
ResetTimeOutTime(false);
LoginDatabase.PExecute("UPDATE account SET online = online | (1<<(%u-1)) WHERE id = %u;", realmID, GetAccountId());
}
@@ -251,6 +251,9 @@ bool WorldSession::Update(uint32 diff, PacketFilter& updater)
if (updater.ProcessLogout())
{
UpdateTimeOutTime(diff);
/// If necessary, kick the player because the client didn't send anything for too long
/// (or they've been idling in character select)
if (IsConnectionIdle())
m_Socket->CloseSocket();
}

View File

@@ -355,9 +355,12 @@ class WorldSession
else
m_timeOutTime -= diff;
}
void ResetTimeOutTime()
void ResetTimeOutTime(bool onlyActive)
{
m_timeOutTime = sWorld->getIntConfig(CONFIG_SOCKET_TIMEOUTTIME);
if (GetPlayer())
m_timeOutTime = int32(sWorld->getIntConfig(CONFIG_SOCKET_TIMEOUTTIME_ACTIVE));
else if (!onlyActive)
m_timeOutTime = int32(sWorld->getIntConfig(CONFIG_SOCKET_TIMEOUTTIME));
}
bool IsConnectionIdle() const
{

View File

@@ -681,8 +681,10 @@ int WorldSocket::ProcessIncoming(WorldPacket* new_pct)
return -1;
}
return HandleAuthSession (*new_pct);
case CMSG_KEEP_ALIVE:
return 0;
case CMSG_KEEP_ALIVE:
if (m_Session)
m_Session->ResetTimeOutTime(true);
break;
default:
{
ACE_GUARD_RETURN (LockType, Guard, m_SessionLock, -1);
@@ -691,7 +693,7 @@ int WorldSocket::ProcessIncoming(WorldPacket* new_pct)
{
// Our Idle timer will reset on any non PING opcodes.
// Catches people idling on the login screen and any lingering ingame connections.
m_Session->ResetTimeOutTime();
m_Session->ResetTimeOutTime(false);
// OK, give the packet to WorldSession
aptr.release();

View File

@@ -375,7 +375,7 @@ bool World::RemoveQueuedPlayer(WorldSession* sess)
if (*iter == sess)
{
sess->SetInQueue(false);
sess->ResetTimeOutTime();
sess->ResetTimeOutTime(false);
iter = m_QueuedPlayer.erase(iter);
found = true;
break;
@@ -394,7 +394,7 @@ bool World::RemoveQueuedPlayer(WorldSession* sess)
{
WorldSession* pop_sess = m_QueuedPlayer.front();
pop_sess->SetInQueue(false);
pop_sess->ResetTimeOutTime();
pop_sess->ResetTimeOutTime(false);
pop_sess->SendAuthWaitQue(0);
pop_sess->SendAddonsInfo();
@@ -690,6 +690,7 @@ void World::LoadConfigSettings(bool reload)
m_int_configs[CONFIG_PORT_WORLD] = sConfigMgr->GetIntDefault("WorldServerPort", 8085);
m_int_configs[CONFIG_SOCKET_TIMEOUTTIME] = sConfigMgr->GetIntDefault("SocketTimeOutTime", 900000);
m_int_configs[CONFIG_SOCKET_TIMEOUTTIME_ACTIVE] = sConfigMgr->GetIntDefault("SocketTimeOutTimeActive", 60000);
m_int_configs[CONFIG_SESSION_ADD_DELAY] = sConfigMgr->GetIntDefault("SessionAddDelay", 10000);
m_float_configs[CONFIG_GROUP_XP_DISTANCE] = sConfigMgr->GetFloatDefault("MaxGroupXPDistance", 74.0f);

View File

@@ -330,6 +330,7 @@ enum WorldIntConfigs
CONFIG_WARDEN_NUM_MEM_CHECKS,
CONFIG_WARDEN_NUM_OTHER_CHECKS,
CONFIG_BIRTHDAY_TIME,
CONFIG_SOCKET_TIMEOUTTIME_ACTIVE,
INT_CONFIG_VALUE_COUNT
};

View File

@@ -220,6 +220,15 @@ GridUnload = 1
SocketTimeOutTime = 900000
#
# SocketTimeOutTimeActive
# Description: Time (in milliseconds) after which an idle connection is dropped while
# logged into the world.
# The client sends keepalive packets every 30 seconds. Values <= 30s are not recommended.
# Default: 60000 - (1 minute)
SocketTimeOutTimeActive = 60000
#
# SessionAddDelay
# Description: Time (in microseconds) that a network thread will sleep after authentication