Runtime and build - Move all projects to .NET 10 with SDK-style project files and a shared Directory.Build.props (WIN/LINUX, x86/x64 defines) - Load managed and unmanaged dependencies from libs/managed and libs/unmanaged through assembly and native library resolvers - Compile party modes with Roslyn instead of CodeDom - Update AppVeyor to the .NET 10 SDK and dotnet test - Download the FFmpeg and gstreamer runtimes from the dependencies repository during the build - Remove the VC++ 2015-2022 runtime check, no dependency needs it anymore Graphics and windowing - Replace the Direct3D 9 renderer with Direct3D 11 (Vortice) - Pace Direct3D 11 frames with a frame latency waitable swap chain - Move window, input and message boxes to SDL3 - Replace System.Drawing with SkiaSharp and WinForms with SDL3 and a software renderer Video and audio - Replace Acinerella with FFmpeg 8.1.3 (FFmpeg.AutoGen) - Add hardware accelerated video decoding (D3D11VA, DXVA2, VideoToolbox, VAAPI, VDPAU) with software fallback - Convert YUV video frames to RGB on the GPU in Direct3D 11 and OpenGL - Add the video options HardwareDecoding, GpuColorConversion, DecoderThreads and VideoDownscaleResolution - Update OpenAL to OpenTK 4 and NAudio recording to WasapiRecorder Fixes - Fix the song preview start and shorten the reporter buttons - Fix a crash when opening the highscore without a selected song - Use the options slide highlight in the party mode screens to avoid brightness flicker on VRR displays - Disable GameInput in the x86 build, SDL3 crashes in GameInputCreate on 32-bit systems with the GameInput runtime installed - Fix a truncation warning in PitchTracker
93 lines
2.9 KiB
C#
93 lines
2.9 KiB
C#
#region license
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// This file is part of Vocaluxe.
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//
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// Vocaluxe is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, either version 3 of the License, or
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// (at your option) any later version.
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//
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// Vocaluxe is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with Vocaluxe. If not, see <http://www.gnu.org/licenses/>.
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#endregion
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using System.Security.Cryptography;
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using System.Text;
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namespace VocaluxeWeb.Services
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{
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/// PINs are hashed with PBKDF2 (16 byte salt). Profiles from the old webserver use a single salted SHA-256 (32 byte salt);
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/// those are still accepted and upgraded on the next successful login.
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public static class CPinHasher
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{
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private const int _SaltSize = 16;
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private const int _LegacySaltSize = 32;
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private const int _HashSize = 32;
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private const int _Iterations = 100000;
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public static void Hash(string pin, out byte[] hash, out byte[] salt)
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{
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salt = new byte[_SaltSize];
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using (var rng = RandomNumberGenerator.Create())
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{
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rng.GetBytes(salt);
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}
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hash = _Pbkdf2(pin, salt);
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}
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public static bool Verify(string pin, byte[] hash, byte[] salt)
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{
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if (hash == null || salt == null || pin == null)
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{
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return false;
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}
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var computed = salt.Length == _LegacySaltSize ? _LegacySha256(pin, salt) : _Pbkdf2(pin, salt);
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return _FixedTimeEquals(computed, hash);
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}
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public static bool NeedsUpgrade(byte[] salt)
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{
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return salt != null && salt.Length == _LegacySaltSize;
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}
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private static byte[] _Pbkdf2(string pin, byte[] salt)
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{
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return Rfc2898DeriveBytes.Pbkdf2(pin, salt, _Iterations, HashAlgorithmName.SHA256, _HashSize);
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}
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private static byte[] _LegacySha256(string pin, byte[] salt)
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{
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var password = Encoding.UTF8.GetBytes(pin);
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var data = new byte[password.Length + salt.Length];
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password.CopyTo(data, 0);
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salt.CopyTo(data, password.Length);
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using (var sha = SHA256.Create())
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{
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return sha.ComputeHash(data);
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}
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}
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private static bool _FixedTimeEquals(byte[] a, byte[] b)
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{
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if (a.Length != b.Length)
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{
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return false;
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}
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var diff = 0;
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for (var i = 0; i < a.Length; i++)
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{
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diff |= a[i] ^ b[i];
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}
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return diff == 0;
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}
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}
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}
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