[Server] Fix unauthenticated crash via replay submit code

cmdReplaySubmitCode dereferenced userInfo without an authentication
guard, allowing an unauthenticated connection with a valid replay code
to segfault the server. Add the same authState != PasswordRight guard
used by all other replay handlers, and gate session command dispatch on
a pre-auth whitelist so future handlers cannot be reached before login.

Took 2 minutes
This commit is contained in:
Lukas Brübach 2026-08-04 09:55:13 +02:00
parent 1ed9823b56
commit dc20faad2b
2 changed files with 52 additions and 27 deletions

View File

@ -133,6 +133,22 @@ void Server_ProtocolHandler::sendProtocolItem(const RoomEvent &item)
Response::ResponseCode Server_ProtocolHandler::processSessionCommandContainer(const CommandContainer &cont,
ResponseContainer &rc)
{
const auto isPreAuthSessionCommand = [](SessionCommand::SessionCommandType type) {
switch (type) {
case SessionCommand::PING:
case SessionCommand::LOGIN:
case SessionCommand::REGISTER:
case SessionCommand::ACTIVATE:
case SessionCommand::FORGOT_PASSWORD_REQUEST:
case SessionCommand::FORGOT_PASSWORD_RESET:
case SessionCommand::FORGOT_PASSWORD_CHALLENGE:
case SessionCommand::REQUEST_PASSWORD_SALT:
return true;
default:
return false;
}
};
Response::ResponseCode finalResponseCode = Response::RespOk;
for (int i = cont.session_command_size() - 1; i >= 0; --i) {
Response::ResponseCode resp = Response::RespInvalidCommand;
@ -141,33 +157,38 @@ Response::ResponseCode Server_ProtocolHandler::processSessionCommandContainer(co
if (num != SessionCommand::PING) { // don't log ping commands
logDebugMessage(getSafeDebugString(sc));
}
switch ((SessionCommand::SessionCommandType)num) {
case SessionCommand::PING:
resp = cmdPing(sc.GetExtension(Command_Ping::ext), rc);
break;
case SessionCommand::LOGIN:
resp = cmdLogin(sc.GetExtension(Command_Login::ext), rc);
break;
case SessionCommand::MESSAGE:
resp = cmdMessage(sc.GetExtension(Command_Message::ext), rc);
break;
case SessionCommand::GET_GAMES_OF_USER:
resp = cmdGetGamesOfUser(sc.GetExtension(Command_GetGamesOfUser::ext), rc);
break;
case SessionCommand::GET_USER_INFO:
resp = cmdGetUserInfo(sc.GetExtension(Command_GetUserInfo::ext), rc);
break;
case SessionCommand::LIST_ROOMS:
resp = cmdListRooms(sc.GetExtension(Command_ListRooms::ext), rc);
break;
case SessionCommand::JOIN_ROOM:
resp = cmdJoinRoom(sc.GetExtension(Command_JoinRoom::ext), rc);
break;
case SessionCommand::LIST_USERS:
resp = cmdListUsers(sc.GetExtension(Command_ListUsers::ext), rc);
break;
default:
resp = processExtendedSessionCommand(num, sc, rc);
const auto commandType = static_cast<SessionCommand::SessionCommandType>(num);
if (authState == NotLoggedIn && !isPreAuthSessionCommand(commandType)) {
resp = Response::RespLoginNeeded;
} else {
switch (commandType) {
case SessionCommand::PING:
resp = cmdPing(sc.GetExtension(Command_Ping::ext), rc);
break;
case SessionCommand::LOGIN:
resp = cmdLogin(sc.GetExtension(Command_Login::ext), rc);
break;
case SessionCommand::MESSAGE:
resp = cmdMessage(sc.GetExtension(Command_Message::ext), rc);
break;
case SessionCommand::GET_GAMES_OF_USER:
resp = cmdGetGamesOfUser(sc.GetExtension(Command_GetGamesOfUser::ext), rc);
break;
case SessionCommand::GET_USER_INFO:
resp = cmdGetUserInfo(sc.GetExtension(Command_GetUserInfo::ext), rc);
break;
case SessionCommand::LIST_ROOMS:
resp = cmdListRooms(sc.GetExtension(Command_ListRooms::ext), rc);
break;
case SessionCommand::JOIN_ROOM:
resp = cmdJoinRoom(sc.GetExtension(Command_JoinRoom::ext), rc);
break;
case SessionCommand::LIST_USERS:
resp = cmdListUsers(sc.GetExtension(Command_ListUsers::ext), rc);
break;
default:
resp = processExtendedSessionCommand(num, sc, rc);
}
}
if (resp != Response::RespOk) {
finalResponseCode = resp;

View File

@ -892,6 +892,10 @@ Response::ResponseCode AbstractServerSocketInterface::cmdReplayGetCode(const Com
Response::ResponseCode AbstractServerSocketInterface::cmdReplaySubmitCode(const Command_ReplaySubmitCode &cmd,
ResponseContainer & /*rc*/)
{
if (authState != PasswordRight) {
return Response::RespFunctionNotAllowed;
}
// code is of the form <game-id>-<hash>
QString code = QString::fromStdString(cmd.replay_code());
QStringList split = code.split("-");