# m2dev-server-src [![build](https://github.com/d1str4ught/m2dev-server-src/actions/workflows/main.yml/badge.svg)](https://github.com/d1str4ught/m2dev-server-src/actions/workflows/main.yml) Clean server sources for educational purposes. It builds as it is, without external dependencies. ## How to build > mkdir build > > cd build > > cmake .. > > cmake --build . --- ## 📋 Changelog ### Encryption & Security Overhaul The entire legacy encryption system has been replaced with [libsodium](https://doc.libsodium.org/). #### Removed Legacy Crypto * **Crypto++ (cryptopp) vendor library** — Completely removed from the project * **Panama cipher** (`CFilterEncoder`, `CFilterDecoder`) — Removed from `NetStream` * **TEA encryption** (`tea.h`, `tea.cpp`) — Removed from both client and server * **DH2 key exchange** (`cipher.h`, `cipher.cpp`) — Removed from `EterBase` * **Camellia cipher** — Removed all references * **`_IMPROVED_PACKET_ENCRYPTION_`** — Entire system removed (XTEA key scheduling, sequence encryption, key agreement) * **`adwClientKey[4]`** — Removed from all packet structs (`TPacketCGLogin2`, `TPacketCGLogin3`, `TPacketGDAuthLogin`, `TPacketGDLoginByKey`, `TPacketLoginOnSetup`) and all associated code on both client and server * **`LSS_SECURITY_KEY`** — Dead code removed (`"testtesttesttest"` hardcoded key, `GetSecurityKey()` function) #### New Encryption System (libsodium) * **X25519 key exchange** — `SecureCipher` class handles keypair generation and session key derivation via `crypto_kx_client_session_keys` / `crypto_kx_server_session_keys` * **XChaCha20-Poly1305 AEAD** — Used for authenticated encryption of handshake tokens (key exchange, session tokens) * **XChaCha20 stream cipher** — Used for in-place network buffer encryption via `EncryptInPlace()` / `DecryptInPlace()` (zero overhead, nonce-counter based replay prevention) * **Challenge-response authentication** — HMAC-based (`crypto_auth`) verification during key exchange to prove shared secret derivation * **New handshake protocol** — `HEADER_GC_KEY_CHALLENGE` / `HEADER_CG_KEY_RESPONSE` / `HEADER_GC_KEY_COMPLETE` packet flow for secure session establishment #### Network Encryption Pipeline * **Client send path** — Data is encrypted at queue time in `CNetworkStream::Send()` (prevents double-encryption on partial TCP sends) * **Client receive path** — Data is decrypted immediately after `recv()` in `__RecvInternalBuffer()`, before being committed to the buffer * **Server send path** — Data is encrypted in `DESC::Packet()` via `EncryptInPlace()` after encoding to the output buffer * **Server receive path** — Newly received bytes are decrypted in `DESC::ProcessInput()` via `DecryptInPlace()` before buffer commit #### Login Security Hardening * **Removed plaintext login path** — `HEADER_CG_LOGIN` (direct password to game server) has been removed. All game server logins now require a login key obtained through the auth server (`HEADER_CG_LOGIN2` / `LoginByKey`) * **CSPRNG login keys** — `CreateLoginKey()` now uses `randombytes_uniform()` (libsodium) instead of the non-cryptographic Xoshiro128PlusPlus PRNG * **Single-use login keys** — Keys are consumed (removed from the map) immediately after successful authentication * **Shorter key expiry** — Expired login keys are cleaned up after 15 seconds (down from 60 seconds). Orphaned keys (descriptor gone, never expired) are also cleaned up * **Login rate limiting** — Per-IP tracking of failed login attempts. After 5 failures within 60 seconds, the IP is blocked with a `BLOCK` status and disconnected. Counter resets after cooldown or successful login * **Removed Brazil password bypass** — The `LC_IsBrazil()` block that unconditionally disabled password verification has been removed #### Pack File Encryption * **libsodium-based pack encryption** — `PackLib` now uses XChaCha20-Poly1305 for pack file encryption, replacing the legacy Camellia/XTEA system * **Secure key derivation** — Pack encryption keys are derived using `crypto_pwhash` (Argon2id) --- ### Networking Modernization Roadmap A 5-phase modernization of the entire client/server networking stack — packet format, buffer management, handshake protocol, connection architecture, and packet dispatching. Every phase is complete and verified on both client and server. --- #### Phase 1 — Packet Format + Buffer System + Memory Safety Replaced the legacy 1-byte packet headers and raw C-style buffers with a modern, uniform protocol. ##### What changed * **2-byte headers + 2-byte length prefix** — All packet types (`CG::`, `GC::`, `GG::`, `GD::`, `DG::`) now use `uint16_t` header + `uint16_t` length. This increases the addressable packet space from 256 to 65,535 unique packet types and enables safe variable-length parsing * **Namespaced packet headers** — All headers moved from flat `HEADER_CG_*` defines to C++ namespaces: `CG::MOVE`, `GC::PING`, `GG::LOGIN`, `GD::PLAYER_SAVE`, `DG::BOOT`. Subheaders similarly namespaced: `GuildSub::GC::LOGIN`, `ShopSub::CG::BUY`, etc. * **RAII RingBuffer** — All raw `buffer_t` / `LPBUF` / `new[]`/`delete[]` patterns replaced with a single `RingBuffer` class featuring lazy compaction at 50% read position, exponential growth, and inlined accessors * **PacketReader / PacketWriter** — Type-safe helpers that wrap buffer access with bounds checking, eliminating raw pointer arithmetic throughout the codebase * **Sequence system modernized** — Packet sequence tracking retained for debugging but fixed to byte offset 4 (after header + length) * **SecureCipher** — XChaCha20-Poly1305 stream cipher for all post-handshake traffic (see Encryption section above) ##### What was removed * `buffer.h` / `buffer.cpp` (legacy C buffer library) * All `LPBUF`, `buffer_new()`, `buffer_delete()`, `buffer_read()`, `buffer_write()` calls * Raw `new[]`/`delete[]` buffer allocations in DESC classes * 1-byte header constants (`HEADER_CG_*`, `HEADER_GC_*`, etc.) ##### Why The legacy 1-byte header system limited the protocol to 256 packet types (already exhausted), raw C buffers had no bounds checking and were prone to buffer overflows, and the flat namespace caused header collisions between subsystems. --- #### Phase 2 — Modern Buffer System *(merged into Phase 1)* All connection types now use `RingBuffer` uniformly. ##### What changed * **All DESC types** (`DESC`, `CLIENT_DESC`, `DESC_P2P`) use `RingBuffer` for `m_inputBuffer`, `m_outputBuffer`, and `m_bufferedOutputBuffer` * **PeerBase** (db layer) ported to `RingBuffer` * **TEMP_BUFFER** (local utility for building packets) backed by `RingBuffer` ##### What was removed * `libthecore/buffer.h` and `libthecore/buffer.cpp` — the entire legacy buffer library ##### Why The legacy buffer system used separate implementations across different connection types, had no RAII semantics (manual malloc/free), and offered no protection against buffer overflows. --- #### Phase 3 — Simplified Handshake Replaced the legacy multi-step handshake (4+ round trips with time synchronization and UDP binding) with a streamlined 1.5 round-trip flow. ##### What changed * **1.5 round-trip handshake** — Server sends `GC::KEY_CHALLENGE` (with embedded time sync), client responds with `CG::KEY_RESPONSE`, server confirms with `GC::KEY_COMPLETE`. Session is encrypted from that point forward * **Time sync embedded** — Initial time synchronization folded into `GC::KEY_CHALLENGE`; periodic time sync handled by `GC::PING` / `CG::PONG` * **Handshake timeout** — 5-second expiry on handshake phase; stale connections are automatically cleaned up in `DestroyClosed()` ##### What was removed * **6 dead packet types**: `CG_HANDSHAKE`, `GC_HANDSHAKE`, `CG_TIME_SYNC`, `GC_TIME_SYNC`, `GC_HANDSHAKE_OK`, `GC_BINDUDP` * **Server functions**: `StartHandshake()`, `SendHandshake()`, `HandshakeProcess()`, `CreateHandshake()`, `FindByHandshake()`, `m_map_handshake` * **Client functions**: `RecvHandshakePacket()`, `RecvHandshakeOKPacket()`, `m_HandshakeData`, `SendHandshakePacket()` * ~12 server files and ~10 client files modified ##### Why The original handshake required 4+ round trips, included dead UDP binding steps, had no timeout protection (stale connections could linger indefinitely), and the time sync was a separate multi-step sub-protocol that added latency to every new connection. --- #### Phase 4 — Unified Connection (Client-Side Deduplication) Consolidated duplicated connection logic into the base `CNetworkStream` class. ##### What changed * **Key exchange** (`RecvKeyChallenge` / `RecvKeyComplete`) moved from 4 separate implementations to `CNetworkStream` base class * **Ping/pong** (`RecvPingPacket` / `SendPongPacket`) moved from 3 separate implementations to `CNetworkStream` base class * **CPythonNetworkStream** overrides `RecvKeyChallenge` only for time sync, delegates all crypto to base * **CGuildMarkDownloader/Uploader** — `RecvKeyCompleteAndLogin` wraps base + sends `CG::MARK_LOGIN` * **CAccountConnector** — Fixed raw `crypto_aead` bug (now uses base class `cipher.DecryptToken`) * **Control-plane structs** extracted to `EterLib/ControlPackets.h` (Phase, Ping, Pong, KeyChallenge, KeyResponse, KeyComplete) * **CGuildMarkUploader** — `m_pbySymbolBuf` migrated from `new[]`/`delete[]` to `std::vector` ##### What was removed * ~200 lines of duplicated code across `CAccountConnector`, `CGuildMarkDownloader`, `CGuildMarkUploader`, and `CPythonNetworkStream` ##### Why The same key exchange and ping/pong logic was copy-pasted across 3-4 connection subclasses, leading to inconsistent behavior (the `CAccountConnector` had a raw crypto bug), difficult maintenance, and unnecessary code volume. --- #### Phase 5 — Packet Handler Registration / Dispatcher Replaced giant `switch` statements with `std::unordered_map` dispatch tables for O(1) packet routing. ##### What changed **Client:** * `CPythonNetworkStream` — Phase-specific handler maps for Game, Loading, Login, Select, and Handshake phases * Registration pattern: `m_gameHandlers[GC::MOVE] = &CPythonNetworkStream::RecvCharacterMovePacket;` * Dispatch: `DispatchPacket(m_gameHandlers)` — reads header, looks up handler, calls it **Server:** * `CInputMain`, `CInputDead`, `CInputAuth`, `CInputLogin`, `CInputP2P`, `CInputHandshake`, `CInputDB` — all converted to dispatch tables * `CInputDB` uses 3 template adapters (`DataHandler`, `DescHandler`, `TypedHandler`) + 14 custom adapters for the diverse DB callback signatures ##### What was removed * All `switch (header)` blocks across 7 server input processors and 5 client phase handlers * ~3,000 lines of switch/case boilerplate ##### Why The original dispatch used switch statements with 50-100+ cases each. Adding a new packet required modifying a massive switch block, which was error-prone and caused merge conflicts. The table-driven approach enables O(1) lookup, self-documenting handler registration, and trivial addition of new packet types. --- ### Post-Phase 5 Cleanup Follow-up tasks after the core roadmap was complete. #### One-Liner Adapter Reformat * 24 adapter methods across 4 server files (`input_main.cpp`, `input_p2p.cpp`, `input_auth.cpp`, `input_login.cpp`) reformatted from single-line to multi-line for readability #### MAIN_CHARACTER Packet Merge * **4 mutually exclusive packets** (`GC::MAIN_CHARACTER`, `MAIN_CHARACTER2_EMPIRE`, `MAIN_CHARACTER3_BGM`, `MAIN_CHARACTER4_BGM_VOL`) merged into a single unified `GC::MAIN_CHARACTER` packet * Single struct always includes BGM fields (zero when unused — 29 extra bytes on a one-time-per-load packet) * 4 nearly identical client handlers merged into 1 * 3 redundant server send paths merged into 1 #### UDP Leftover Removal * **7 client files deleted**: `NetDatagram.h/.cpp`, `NetDatagramReceiver.h/.cpp`, `NetDatagramSender.h/.cpp`, `PythonNetworkDatagramModule.cpp` * **8 files edited**: Removed dead stubs (`PushUDPState`, `initudp`, `netSetUDPRecvBufferSize`, `netConnectUDP`), declarations, and Python method table entries * **Server**: Removed `socket_udp_read()`, `socket_udp_bind()`, `__UDP_BLOCK__` define #### Subheader Dispatch * Extended the Phase 5 table-driven pattern to subheader switches with 8+ cases * **Client**: Guild (19 sub-handlers), Shop (10), Exchange (8) in `PythonNetworkStreamPhaseGame.cpp` * **Server**: Guild (15 sub-handlers) in `input_main.cpp` * Small switches intentionally kept as-is: Messenger (5), Fishing (6), Dungeon (2), Server Shop (4) --- ### Performance Audit & Optimization Comprehensive audit of all Phase 1-5 changes to identify and eliminate performance overhead. #### Debug Logging Cleanup * **Removed all hot-path `TraceError`/`Tracef`/`sys_log`** from networking code on both client and server * Client: `NetStream.cpp`, `SecureCipher.cpp`, `PythonNetworkStream*.cpp` — eliminated per-frame and per-packet traces that caused disk I/O every frame * Server: `desc.cpp`, `input.cpp`, `input_login.cpp`, `input_auth.cpp`, `SecureCipher.cpp` — eliminated `[SEND]`, `[RECV]`, `[CIPHER]` logs that fired on every packet #### Packet Processing Throughput * **`MAX_RECV_COUNT` 4 → 32** — Game phase now processes up to 32 packets per frame (was 4, severely limiting entity spawning on map entry) * **Loading phase while-loop** — Changed from processing 1 packet per frame to draining all available packets, making phase transitions near-instant #### Flood Check Optimization * **Replaced `get_dword_time()` with `thecore_pulse()`** in `DESC::CheckPacketFlood()` — eliminates a `gettimeofday()` syscall on every single packet received. `thecore_pulse()` is cached once per game-loop iteration #### Flood Protection * **Per-IP connection limits** — Configurable maximum connections per IP address (`flood_max_connections_per_ip`, default: 10) * **Global connection limits** — Configurable maximum total connections (`flood_max_global_connections`, default: 8192) * **Per-second packet rate limiting** — Connections exceeding `flood_max_packets_per_sec` (default: 300) are automatically disconnected * **Handshake timeout** — 5-second expiry prevents connection slot exhaustion from incomplete handshakes --- ### DDoS / Flood Mitigation Two-layer defense against UDP floods and TCP SYN floods, integrated directly into the game server process. #### Layer 1 — UDP Sink Sockets Dummy UDP sockets bound to each game and P2P port with a minimal receive buffer (`SO_RCVBUF = 1`). The sockets are never read from — once the tiny kernel buffer fills, incoming UDP packets are silently dropped without generating ICMP port-unreachable replies. This prevents the server from being used as an ICMP reflection amplifier and reduces kernel CPU overhead from UDP floods. * **Zero overhead** — No threads, no polling, no syscalls. The kernel handles everything. * **Always active** — Created unconditionally at startup alongside the TCP listeners * **Defense-in-depth** — Acts as a fallback if iptables rules cannot be installed (e.g., non-root) #### Layer 2 — Kernel-Level Firewall (`FirewallManager`) The `FirewallManager` singleton programmatically installs firewall rules at server startup, dropping malicious traffic at the kernel level — before it reaches the socket/application layer. This is dramatically more efficient than socket-level drops at high packet rates (700k+ pps). * **FreeBSD** — Uses `ipfw` numbered rules (deterministic rule base per port) * **Linux** — Uses `iptables` with a dedicated chain per process (e.g., `M2_GUARD_11011`) * **Windows** — No-op stubs (compiles but does nothing). Windows is dev-only ##### What it does * **Drops all unsolicited inbound UDP** — Packets are rejected at the kernel firewall layer with near-zero CPU cost per packet * **Rate-limits TCP SYN** on game and P2P ports — Default: 500 new connections/sec (per-source limit on FreeBSD, rate limit on Linux). Protects against SYN flood attacks while allowing legitimate mass logins (e.g., 1000 players at server launch) * **Drops ICMP port-unreachable** — Prevents reflection/amplification attacks * **Per-process isolation** — Each game process installs its own rules to avoid conflicts in multi-channel deployments * **Crash recovery** — On startup, stale rules from previous crashes are automatically cleaned up before installing fresh rules * **Graceful cleanup** — All rules are removed on normal shutdown ##### Configuration (`conf/game.txt`) | Token | Default | Description | |-------|---------|-------------| | `firewall_enable` | `0` | Enable/disable the firewall manager (0=off, 1=on) | | `firewall_tcp_syn_limit` | `500` | Max new TCP SYN connections/sec per port | | `firewall_tcp_syn_burst` | `1000` | SYN burst allowance before rate limiting kicks in (Linux only) | ##### FreeBSD setup (ipfw) Before enabling the firewall manager, the `ipfw` kernel module must be loaded with a default-allow policy. Without the allow rule, loading ipfw will block all traffic and lock you out. ```bash # Load ipfw module and immediately add a default allow rule kldload ipfw && /sbin/ipfw -q add 65000 allow ip from any to any ``` To persist across reboots, add to `/boot/loader.conf`: ``` ipfw_load="YES" ``` And to `/etc/rc.conf`: ``` firewall_enable="YES" firewall_type="open" ``` ##### Verification FreeBSD: ```bash # Check rules are installed (each process uses rule base 50000 + (port % 1000) * 10) /sbin/ipfw list | grep 500 # Verify rules are cleaned up after shutdown /sbin/ipfw list | grep 500 # should show no matching rules ``` Linux: ```bash # Check rules are installed iptables -L M2_GUARD_11011 -n -v # Verify chain is cleaned up after shutdown iptables -L M2_GUARD_11011 # should fail with "No chain/target/match by that name" ``` ##### Requirements * **Root access** — Required on both FreeBSD and Linux for firewall rule installation. If not root, logs a warning and the server continues without firewall rules (Layer 1 UDP sinks still protect) --- ### Pre-Phase 3 Cleanup Preparatory cleanup performed before the handshake simplification. * **File consolidation** — Merged scattered packet definitions into centralized header files * **Alias removal** — Removed legacy `#define` aliases that mapped old names to new identifiers * **Monarch system removal** — Completely removed the unused Monarch (emperor) system from both client and server, including all related packets, commands, quest functions, and UI code * **TrafficProfiler removal** — Removed the `TrafficProfiler` class and all references (unnecessary runtime overhead) * **Quest management stub removal** — Removed empty `questlua_mgmt.cpp` (monarch-era placeholder with no functions) --- ### Summary of Removed Legacy Systems A consolidated reference of all legacy systems, files, and dead code removed across the entire modernization effort. | System | What was removed | Replaced by | |--------|-----------------|-------------| | **Legacy C buffer** | `buffer.h`, `buffer.cpp`, all `LPBUF`/`buffer_new()`/`buffer_delete()` calls, raw `new[]`/`delete[]` buffer allocations | RAII `RingBuffer` class | | **1-byte packet headers** | All `HEADER_CG_*`, `HEADER_GC_*`, `HEADER_GG_*`, `HEADER_GD_*`, `HEADER_DG_*` defines | 2-byte namespaced headers (`CG::`, `GC::`, `GG::`, `GD::`, `DG::`) | | **Old handshake protocol** | 6 packet types (`CG_HANDSHAKE`, `GC_HANDSHAKE`, `CG_TIME_SYNC`, `GC_TIME_SYNC`, `GC_HANDSHAKE_OK`, `GC_BINDUDP`), all handshake functions and state | 1.5 round-trip key exchange (`KEY_CHALLENGE`/`KEY_RESPONSE`/`KEY_COMPLETE`) | | **UDP networking** | 7 client files (`NetDatagram*.h/.cpp`, `PythonNetworkDatagramModule.cpp`), server `socket_udp_read()`/`socket_udp_bind()`/`__UDP_BLOCK__` | Removed entirely (game is TCP-only) | | **Old sequence system** | `m_seq`, `SetSequence()`, `GetSequence()`, old sequence variables | Modernized sequence at fixed byte offset 4 | | **TrafficProfiler** | `TrafficProfiler` class and all references | Removed entirely | | **Monarch system** | All monarch/emperor packets, commands (`do_monarch_*`), quest functions (`questlua_monarch.cpp`, `questlua_mgmt.cpp`), UI code, GM commands | Removed entirely (unused feature) | | **Legacy crypto** | Crypto++, Panama cipher, TEA, DH2, Camellia, XTEA, `adwClientKey[4]`, `LSS_SECURITY_KEY` | libsodium (X25519 + XChaCha20-Poly1305) | | **Switch-based dispatch** | Giant `switch (header)` blocks (50-100+ cases each) across 7 server input processors and 5 client phase handlers | `std::unordered_map` dispatch tables | | **Duplicated connection code** | Key exchange and ping/pong copy-pasted across 3-4 client subclasses | Consolidated in `CNetworkStream` base class |