Elixir
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Building a World of Warcraft server in Elixir

Updates:

  • 2024-11-28: Should’ve linked earlier, but there’s now a homepage and Discord channel.

Thistle Tea is my new World of Warcraft private server project. You can log in, create a character, run around, and cast spells to kill mobs, with everything synchronized between players as expected for an MMO. It was floating around in my head to build this for a while, since I have an incurable nostalgia for early WoW. I first mentioned this on May 13th and didn’t expect to get any further than login, character creation, and spawning into the map. Here’s a recount of the first month of development.

Prep Work

Before coding, I did some research and came up a plan.

  • Code this in Elixir, using the actor model.
  • MaNGOS has done the hard work on collecting all the data, so use it.
  • Use Thousand Island as the socket server.
  • Treat this project as an excuse to learn more Elixir.
  • Reference existing projects and documentation rather than working from scratch.
  • Speed along the happy path rather than try and handle every error.

Day 1 - June 2nd

There are two main parts to a World of Warcraft server: the authentication server and the game server. Up first was authentication, since you can’t do anything without logging in.

To learn more about the requests and responses, I built a quick MITM proxy between the client and a MaNGOS server to log all packets. It wasn’t as useful as expected, since not much was consistent, but it did help me internalize how the requests and responses worked.

The first byte of an authentication packet is the opcode, which indicates which message it is, and the rest is a payload with the relevant data. I was able to extract the fields from the payload by pattern matching on the binary data.

The auth flow can be simplified as:

  • Client sends a CMD_AUTH_LOGON_CHALLENGE packet
  • Server sends back some data for the client to use in crypto calculations
  • Client sends a CMD_AUTH_LOGON_PROOF packet with the client proof
  • If the client proof matches what’s expected, server sends over the server_proof
  • Client is now authenticated

It uses SRP6, which I hadn’t heard of before this. Seems like the idea is to avoid transmitting an unencrypted password and instead both the client and server independently calculate a proof that only matches if they both know the correct password. If the proof matches, then authentication is successful.

So basically, what I needed to do was:

  • Listen for data over the socket
  • Once data received, parse what message it is out of the header section
  • Handle each one differently
  • Send back the appropriate packet

This whole part is well documented, but I still ran into some issues with the cryptography. Luckily, I found a blog post and an accompanying Elixir implementation, so I was able to substitute my broken cryptography with working cryptography. Without that, I would’ve been stuck at this part for a very long time (maybe forever). Wasn’t able to get login working on day 1, but I was close.

Links:

Day 2 - June 3rd

I spent some time cleaning up the code and found a logic error where I reversed some crypto bytes that weren’t supposed to be. Fixing that made auth work, finally getting a success with hardcoded credentials.

Next up was getting the realm list to work, by handling CMD_REALM_LIST and returning which game server to connect to.

This got me out of the tedious auth bits and I could get to building the game server.

Links:

Day 3 - June 4th

The goal for today was to get spawned into the world. But first more tedious auth bits.

The game server auth flow can be simplified as:

  • When client first connects, server sends SMSG_AUTH_CHALLENGE, with a random seed
  • Client sends back CMSG_AUTH_SESSION, with another client proof
  • If client proof matches server proof, server sends a successful SMSG_AUTH_RESPONSE

This negotaties how to encrypt/decrypt future packet headers. Luckily Shadowburn also had crypto code for this, so I was able to use it here. The server proof requires a value previously calculated by the authentication server, so I used an Agent to store that session value. It worked, but I later refactored it to use ETS for a simpler interface.

After that, it’s something like:

  • Client sends message to server
  • Server decrypts header, which contains message size (2 bytes) and opcode (4 bytes)
  • Server handles message and sends back 0 or more messages to client

First was handling CMSG_CHAR_CREATE and CMSG_CHAR_ENUM, so I could create and list characters. I originally used an Agent for storage here as well, which made things quick to prototype.

Then I got side-tracked for a bit trying to get equipment to show up, since I had all the equipment display ids hardcoded to 0. I looked through the MaNGOS database and hardcoded a few proper display ids before moving on.

After that was handling CMSG_PLAYER_LOGIN. I found an example minimal SMSG_UPDATE_OBJECT spawn packet, which was supposed to spawn me in Northshire Abbey.

That’s probably the most important packet, since it does everything from:

  • Spawning things into the world, like players, mobs, objects, etc.
  • Updating their values, like health, position, level, etc.

It has a lot of different forms, can batch multiple object updates into a single packet, and has a compressed variant.

Whoops, had the coordinates a bit off.

After fixing that, I was in the human starting area as expected. No player model yet, though.

I thought movement was broken, but it turns out all keybinds were being unset on every login, so the movement keys just weren’t bound. Manually navigating to the keybinding configuration and resetting them to default allowed me to move around.

Next up was adding more to that spawn packet to use the player race and proper starting area. The starting areas were grabbed from a MaNGOS database that I converted over to SQLite and wired up with Ecto.

Last for the night was to get logout working.

The implementation was something like:

  • After receiving a CMSG_LOGOUT_REQUEST, use Process.send_after/3 to queue a :login_complete message that would send SMSG_LOGOUT_COMPLETE to the client in 20 seconds
  • Store a reference to that timer in state
  • If received a CMSG_LOGOUT_CANCEL, cancel the timer and remove it from state

This was the first piece that really took advantage of Elixir’s message passing.

The white chat box was weird, but it was nice being able to log in.

Links:

Day 4 - June 5th

First up was reorganizing the code, since my game.ex GenServer was getting too large.

My strategy for that was:

  • Split out related messages into separate files
    • auth.ex, character.ex, ping.ex, etc.
    • wrapped in the __using__ macro
  • Include those back into game.ex with use

It worked, but it messed with line numbers in error messages and made things harder to debug.

After that, I wanted to generate that spawn packet properly rather than hardcoding. The largest piece of this was figuring out the update mask for the update fields.

There are a ton of fields for the different types of objects SMSG_UPDATE_OBJECT handles. Before the raw object fields in the payload, there’s a bit mask with bits set at offsets that correspond to the fields being sent. Without that, the client wouldn’t know what to do with the values.

So, I needed to write a function that would generate this bit mask from the fields I pass in. Luckily it’s all well documented, but it still took a while to get to a working implementation.

Links:

Day 5 - June 6th

Referencing MaNGOS, I added some more messages that the server sends to the client after a CMSG_PLAYER_LOGIN. One of these, SMSG_ACCOUNT_DATA_TIMES, fixed the white chat box and keybinds being reset.

I also added SMSG_COMPRESSED_UPDATE_OBJECT, which compresses the SMSG_UPDATE_OBJECT packet with :zlib.compress/1. This was more straightforward than expected, and I made things use the compressed variant if it’s actually smaller. I’m expecting this to have even more benefits when I get to batching object updates, but right now I’m only updating objects one by one.

Movement would come up soon, so I started adding the handlers for those packets.

Day 6 - June 7th

In the update packet, I still had the object guid hardcoded. This is because it wants a packed guid and I needed to write some functions to handle that. Rather than the entire guid, a packed guid is a byte mask followed by all non-zero bytes. The byte mask has bits set that correspond to where the following bytes go in the unpacked guid. This is for optimizing packet size, since a guid is always 8 bytes but a packed guid can be as small as 2 bytes.

This took a while, because the client was crashing when I changed the packed guid from <<1, 4>> to anything else. After trying different things and wasting a lot of time, I realized that the guid was in two places in the packet and they needed to match. A quick fix later and things were working as expected.

Links:

Day 7 - June 8th

It was about time to start implementing the actual MMO features, starting with seeing other players. To test, I hardcoded another update packet after the player’s with a different guid, to try and spawn something other than the player.

Then I used a Registry to keep track of logged in players and their spawn packets. After entering the world, I would use Registry.dispatch/3 to:

  • spawn all logged in players for that player
  • spawn that player for all other players
  • both using SMSG_UPDATE_OBJECT

After that, I added a similar dispatch when handling movement packets to broadcast movement to all other players. This is where the choice of Elixir really started to shine, and I quickly had players able to see each other move around the screen.

I tested this approach with multiple windows open and it was very cool to see everything synchronized.

I added a handler for CMSG_NAME_QUERY to get names to stop showing up as Unknown and also despawned players with SMSG_DESTROY_OBJECT when logging out.

This is where I started noticing a bug: occasionally I wouldn’t be able to decrypt a packet successfully, which would lead to all future attempts for that connection failing too, since there’s a counter as part of the decryption function. I couldn’t figure out how to resolve it yet, though, or reliably reproduce.

Links:

Day 8 - June 9th

To get chat working, I handled CMSG_MESSAGECHAT and broadcasted SMSG_MESSAGECHAT to players, using Registry.dispatch/3 here too. I only focused on /say here and it’s all players rather than nearby. Something to fix later.

Related to that weird decryption bug, I handled the case where the server received more than one packet at once. This might’ve helped a bit, but didn’t completely resolve the issue.

Links:

Day 9 - June 10th

I still had authentication with a hardcoded username, password, and salt, so it was about time to fix that. Rather than go with PostgreSQL or SQLite for the database, I decided to go with Mnesia, since one of my goals was to learn more about Elixir and its ecosystem. I briefly tried plain :mnesia, but decided to use Memento for a cleaner interface.

So, I added models for Account and Character and refactored everything to use them. The character object is kept in process state and only persisted to the database on logout or disconnect. Saving on a CMSG_PING or just periodically could be a good idea too, eventually. Right now data isn’t persisted to disk, since I’m still iterating on the data model, but that should be straightforward to toggle later.

Links:

Day 10 - June 11th

Today was standardizing the logging, handling a bit more of chat, and handling an unencrypted CMSG_PING. I was thinking that could be part of the intermittent decryption issues too, but looking back I don’t think I’ve ever had my client send that unencrypted anyways.

Day 11 - June 12th

I wanted equipment working so players weren’t naked all the time, so I started on that. Using the MaNGOS item_template table, I wired things up to set random equipment on character creation. Then I added that to the response to CMSG_CHAR_ENUM so they would show up in the login screen.

Up next was getting it showing in game.

Day 12 - June 13th

It took a bit to figure out the proper offsets for each piece of equipment in the update mask, but I eventually got it working.

Since equipment is part of the update object packet, it just worked for other players, which was nice.

Day 13 - June 14th

I had player movement synchronizing between players properly so I wanted to get sitting working too.

Whoops. Weird things happen when field offsets or sizes are incorrect when building that update mask.

After that, I wanted to play around a bit by randomizing equipment on every jump. Here I learned that you need to send all fields in the update object packet, like health, or they get reset. I was trying to just send the equipment changes but I’d die on every jump.

After making sure to send all fields, it was working as expected.

Day 14 - June 15th

Took a break.

Day 15 - June 16th

Today was refactoring and improvements. I reworked things into proper modules, since it was getting hard to debug when all the line numbers were wrong. Now game.ex called the appropriate module’s handle_packet/3 function, rather than combining everything with use.

I also reworked things so players were spawned with their current position instead of the initial position saved in the registry. This included some changes to make building an update packet more straightforward.

Day 16 - June 17th

Today was just playing around and no code changes.

Not sure why the model is messed up here, but it seems like it’s something with my computer rather than anything server related.

Day 17 - June 18th

The world was feeling a bit empty, so I wanted to spawn in mobs. First was hardcoding an update packet that should spawn a mob and having it trigger on /say.

After that, I used the creature table of the MaNGOS database to get proper mobs spawning. I used a GenServer for this so every mob would be a process and keep track of their own state. Communication between mobs and players would happen through message passing. First I hardcoded a few select ids in the starting area to load, and after that worked I loaded them all.

Rather than spawn all ~57k mobs for the player, I wired things up to only spawn mobs within a certain range. This looked like:

  • Store mob pids in a Registry, along with their x, y, z position
  • Create a within_range/2 function that takes in two x, y, z tuples
  • On player login, dispatch on that MobRegistry, using within_range/2 to only build spawn packets for mobs within range
  • On player movement, do the same

It worked really well and I could run around and see the mobs.

Next up was optimization and despawning mobs that were now out of range.

Day 18 - June 19th

For optimization, I didn’t want to send duplicate spawn packets for mobs that were already spawned. I also wanted to despawn mobs that were out of range. To do this, I used ETS to track which guids were spawned for a player.

In the dispatch, the logic was:

  • if in_range and not spawned, spawn
  • if not in_range and spawned, despawn
  • otherwise, ignore

Despawning was done through the same SMSG_DESTROY_OBJECT packet used for despawning a player after logging out.

After getting that working, I ran around the world and explored for a bit.

I noticed something wrong when exploring Westfall. Bugs were spawning in the air and then falling down to the ground. Turns out I wasn’t separating mobs by map, so Westfall had mobs from Silithus mixed in. To fix, I reworked both the mob and player registries to use the map as the key.

Having mobs standing in place was a bit boring and I wanted them to move around. Turns out this is pretty complicated and I’ll actually have to use the map files to generate paths that don’t float or clip through the ground. There are a few projects for this, all a bit difficult to include in an Elixir project. I’m thinking RPC could work, but not sure if it’ll be performant enough yet.

The standard update object packet can be used for mob movement here, since it has a movement block, but there might be some more specialized packets to look into later too.

Without using the map data, I couldn’t get the server movement to line up with what happened in the client. So, I settled with getting mobs to spin at random speeds.

That was a bit silly and used a lot of CPU, so I tweaked it to just randomly change orientation instead.

Links:

Day 19 - June 20th

Here I got mob names working by implementing CMSG_CREATURE_QUERY. This crashed the client when querying mobs that didn’t have a model, so I removed them from being loaded. I also started loading in mob movement data and optimized the query a bit to speed up startup.

I finally got some people to help me test the networking later that day. It didn’t start very well.

Turns out I hadn’t tested this locally since adding mobs and the player/mob spawn/despawns were conflicting with each other due to guid collisions. Players were being constantly spawned in and out.

I did some emergency patching to make it so players are never despawned, even out of range. I also turned off /say spawning boars since that was getting annoying. That worked for now.

There were still some major issues. My helper had 450 ms latency and would crash when running to areas with a lot of mobs. I couldn’t reproduce, though, with my 60 ms latency.

Links:

Day 20 - June 21

To reproduce the issue from the previous night, I connected to my local server from my laptop on the same network. On my laptop, I used tc to simulate a ton of latency and wired things up so equipment would change on any movement instead of just jump. This sent a lot of packets when spinning and I was finally able to reproduce.

Turns out the crashing issues were from not receiving a complete packet, but still trying to decrypt and handle it. I was handling if the server got more than one packet, but not if the server got a partial packet.

Referencing Shadowburn’s implementation, the fix for this was to let the packet data accumulate until there’s enough to handle. This finally resolved the weird decryption issue I ran into on day 7.

For the guid collision issue, I added a large offset to creature guids so they won’t conflict with player guids.

Day 21 - June 22

Took a break.

Day 22 - June 23

Worked on CMSG_ITEM_NAME_QUERY a bit, but there’s still something wrong here. It could be that it’s trying to calculate damage using some values I’m not passing to the client yet.

Decided spells would be next, so I started on that. First was sending spells over with SMSG_INITIAL_SPELLS on login, using the initial spells in MaNGOS, so I’d have something in the spellbook. Everything was instant cast though, for some reason.

Turns out I needed to set unit_mod_cast_speed in the player update packet for cast times to show up properly in the client.

I started by handling CMSG_CAST_SPELL, which would send a successful SMSG_CAST_RESULT after the spell cast time, so other spells could be cast. I also handled CMSG_CANCEL_CAST, to cancel that timer. This implementation looked a bit like the logout logic.

The starting animation for casting a spell would play, but no cast bar or anything further.

Links:

Days 23 to 26 - June 24 to 27

Took a longer break.

Day 27 - June 28

I was able to get a cast bar showing up by sending SMSG_SPELL_START after receiving the cast spell packet.

The projectile effect took a bit longer to figure out. I needed to send a SMSG_SPELL_GO after the cast was complete, with the proper target guids.

Links:

Day 28 - June 29

I got self-cast spells working by setting the target guid to the player’s guid.

Day 29 - June 30

Another break.

Day 30 - July 1

Since I had spells somewhat working, next I had to clean up the implementation. I dispatched the SMSG_SPELL_START and SMSG_SPELL_GO packets to nearby players and fixed spell cancelling.

Day 31 - July 2

I added levels to mobs, random from their minimum to maximum level, previously hardcoded 1. Then I made spells do some hardcoded damage, so mobs could die. Mobs would still randomly change orientation when dead, so added a check to only move if alive.

That seemed like a good stopping point and was one month since I started writing code for the project.

Future Plans

I’ll slowly work on this, adding more functionality as I go. My goal isn’t a 1:1 Vanilla server, but more something that fits well with Elixir’s capabilities, so I don’t plan on accepting limitations for the sake of accuracy or similar. I’d like to see how many players this approach can handle and how it compares in performance to other implementations eventually too.

Some things on the list:

  • proper mob + player stats
  • proper damage calculations
  • pvp
  • quests
  • mob movement + combat ai
  • loot + inventory management
  • more spells + effects
  • tons of refactoring
  • benchmarking
  • gameplay loop, in general

So still plenty more work to do. :)

Thanks to all the projects I’ve referenced for this, most of which I’ve tried to link here.

I wouldn’t have gotten very far without them and their awesome documentation.


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Building a World of Warcraft server in Elixir | pikdum's blog

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VS Code or Cursor Broken  for Elixir and possible fixes


You tried using VS Code for Elixir development. You tried out the ElixirLS extension for code insight and code completion. However, the ElixirLS extension kept crashing and never worked for you.
VS Code error display when ElixirLS crashes
This post can help you diagnose the issue and fix it. Let’s get you back on the productive path with your Elixir development.

What’s wrong?
VS Code has an “Output” panel that gives additional insight to what different extensions are doing.
From the VS Code menu, View > Output.
On the Output panel is a dropdown, select “ElixirLS”.
This displays what’s going on with ElixirLS. Any problems will be displayed here. When you open this panel, the output will be scrolled to the bottom. To see issues with ElixirLS starting up, scroll to the top.

The next sections are some of the common problems people may encounter.
It spikes my CPU and my fans go crazy

The explanation is that ElixirLS runs dialyzer in the background on first run. Dialyzer is a library that creates a PLT (Persistent Lookup Table). The PLT is used to give code completion for the version of Elixir you have installed and for your project. Additionally, it displays the dialyzer warnings in the IDE on the line with the problem.

So yes, on first run it uses Dialyzer to build the PLT. Depending on your machine and project, this can take ~15 minutes. If you let it complete, it won’t keep doing it.

Additionally, be aware that when you change your version or Elixir or Erlang it will need to rebuild the full PLT. So you will encounter this process again.
Elixir command not found
Does your output look something like this?
/Users/dood/.vscode/extensions/jakebecker.elixir-ls-0.2.25/elixir-ls-release/language_server.sh: line 18: elixir: command not found
[Info  - 1:13:04 PM] Connection to server got closed. Server will restart.
/Users/dood/.vscode/extensions/jakebecker.elixir-ls-0.2.25/elixir-ls-release/language_server.sh: line 18: elixir: command not found
[Info  - 1:13:04 PM] Connection to server got closed. Server will restart.
/Users/dood/.vscode/extensions/jakebecker.elixir-ls-0.2.25/elixir-ls-release/language_server.sh: line 18: elixir: command not found
[Info  - 1:13:04 PM] Connection to server got closed. Server will restart.
/Users/dood/.vscode/extensions/jakebecker.elixir-ls-0.2.25/elixir-ls-release/language_server.sh: line 18: elixir: command not found
[Info  - 1:13:04 PM] Connection to server got closed. Server will restart.
/Users/dood/.vscode/extensions/jakebecker.elixir-ls-0.2.25/elixir-ls-release/language_server.sh: line 18: elixir: command not found
[Error - 1:13:04 PM] Connection to server got closed. Server will not be restarted.
The key here is elixir: command not found. Asdf (or however you have have Elixir installed) isn’t setup correctly. ElixirLS can’t find the elixir command. For MacOS and Linux users, make sure you follow the asdf installation process.
If using asdf, you may need to “reshim” the elixir command.
asdf reshim elixir <your-version>
Use the asdf command by itself for a list of other commands available.

Erlang not installed
Did you use asdf to install Elixir? Did you know you also need to install Erlang? VS Code’s ElixirLS output shows this problem when you have Elixir installed with no Erlang.
asdf: No version set for command erl
you might want to add one of the following in your .tool-versions file:

erlang 21.0.7 erlang 21.1.3 erlang 22.0.7 erlang 19.3.6.9 erlang 22.1.7 [Info - 6:08:00 AM] Connection to server got closed. Server will restart.

The solution is to install Erlang using asdf too. Make sure you install a compatible version! 

Version Mismatch
At the top of the ElixirLS output, it displays the versions detected. 
Started ElixirLS
Elixir version: "1.7.4 (compiled with Erlang/OTP 19)"
Erlang version: "22"
Compiling with Mix env test
[Info  - 7:41:33 AM] Compile took 224 milliseconds
...
Notice that the Elixir 1.7.4 “(compiled with Erlang/OTP 19)” does not match the Erlang version “22”. The OTP number refers to the Erlang number.
Open a single Elixir project at the root
When you look at VS Code’s Explorer pane for what is open, is it at the root of a single Elixir project? If not, this will be a problem. ElixirLS expects the project’s mix.exs file to be found at the root of the directory you opened.
VS Code, as a text editor, can open anywhere on your file system. It can open your user Documents directory, your Pictures directory, or anywhere else. It is able to edit any text files it finds there. While this is valid for VS Code and editing files as text, it is not valid for ElixirLS and understanding an Elixir project.
ElixirLS can only edit a single Elixir project at a time. It can only deal with one mix.exs file at a time. This means opening a directory that doesn’t have a mix.exs file but has child directories with Elixir projects does not work.

Elixir umbrella projects
What about Umbrella projects? An Elixir umbrella project works fine! For the best experience, open the umbrella’s root directory. That is where the primary mix.exs file is found for the whole umbrella project.

How did you launch VS Code?
How did you launch the VS Code editor? If asdf is correctly configured in a terminal and you are only opening the Elixir project directory but it still doesn’t work in VS Code, there may be a problem with your user environment. This issue identified the problem

If asdf is only configured in your .bashrc file then it is available when a terminal window is opened but not used when an application launcher is starting an application. Ensure it is configured in your .profile file as that is used when logging into your account.

Test launching VS Code from a terminal in the directory of your Elixir project using this command:
code .

This opens the current directory in VS Code. This helps isolate environment issues. If it works when launching VS Code from the terminal, consider always doing it that way or look into fixing your environment setup.

ElixirLS stopped working
Everything was working great until one day it stopped working. Code completion is broken and when you look at the ElixirLS output, it complains about something that doesn’t make much sense.

What happened?
A number of things may have happened. A likely one is you added a new dependency or upgraded an existing one.
Have you ever upgraded a project dependency? At some point you will. After updating, sometimes your app gives strange compilation errors. The fix is to run mix clean. This clears out the compilation artifacts in your project’s _build directory. This forces a clean recompile for the project and everything works smoothly again! … Except VS Code and ElixirLS is broken. Running mix clean doesn’t clean out the behind-the-scenes ElixirLS build artifacts it uses to give code completion and insight.

How do I fix it?
Inside the .elixirls/ directory is a build directory. This is just like your project’s_build directory. Delete .elixirls/build/ and restart VS Code and it should be working again! If you watch the ElixirLS output, you’ll see it recompile your project. So wait for that to finish before deciding if ElixirLS works again.
Note: You can delete the entire .elixirls/ directory. Doing this also deletes the built dialyzer PLT files. When those are deleted ElixirLS rebuilds them… and that can take ~20 minutes and your fans kick in. As a short-cut to productivity, try only deleting the .elixirls/build/ directory.

Cleaning up after a change
Assuming you changed something with your installed versions, then it is best to clean your project’s build artifacts. Otherwise you’re likely to get strange compilation errors. This is a good idea to do whenever you change your active Elixir or Erlang versions. This can also happen when a project dependency changes.
Use the following command.
mix do clean, compile
Also note that the ElixirLS extension creates build artifacts inside the .elixirls/ directory in your project. This contains compiled code for your project that ElixirLS uses to give code insight. To avoid potential issues, also delete that directory to get a clean start.

Closing
Hopefully this helped you resolve roadblocks on your way to a productive Elixir development experience. Let me know if you encountered other issues that can be documented here as well.

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We can also define a Mix task to make our life easier!

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  [
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  ]
end

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by Maarten van Vliet, Dan Schultzer on 14 September 2019

ORIGINAL ARTICLE
HERE

By default Pow has a lax requirement of minimum 8 characters based on NIST SP800-63b, but there are many more types of validations you can use to ensure users don’t rely on weak passwords.

An important aspect to password requirements is that it should be user friendly. Requirements to mix alphanumeric with symbols and upper- and lowercase characters haven’t proven effective. In the following we’ll go through some effective methods to ensure users uses strong passwords.

They are based on the NIST SP800-63b recommendations:

  • Passwords obtained from previous breaches
  • Context-specific words, such as the name of the service, the username, and derivatives thereof
  • Repetitive or sequential characters
  • Dictionary words

Passwords obtained from previous breaches

We’ll use haveibeenpwned.com to check for breached passwords.

For the sake of brevity, we’ll use ExPwned in the following example, but you can use any client or your own custom module to communicate with the API.

First, we’ll add ExPwned to the mix.exs file:

def deps do
  [
    ...
    {:ex_pwned, "~> 0.1.0"}
  ]
end

Run mix deps.get to install it.

Now let’s add the password validation rule to our user schema module:

defmodule MyApp.Users.User do
  use Ecto.Schema
  use Pow.Ecto.Schema

# ...

def changeset(user_or_changeset, attrs) do user_or_changeset |> pow_changeset(attrs) |> validate_password_breach() end

defp validate_password_breach(changeset) do Ecto.Changeset.validate_change(changeset, :password, fn :password, password -> case password_breached?(password) do true -> [password: "has appeared in a previous breach"] false -> [] end end) end

defp password_breached?(password) do case Mix.env() do :test -> false _any -> ExPwned.password_breached?(password) end end end

We’ll only do a lookup if the password has been changed, and we don’t do any lookups in test environment.


Context-specific words, such as the name of the service, the username, and derivatives thereof

We want to prevent context specific words to be used as passwords.

The context might be public user details. If the users email is john.doe@example.com then the password can’t be john.doe@example.com or johndoeexamplecom. The same rule applies for any user id we may use, such as username. If the username is john.doe then john.doe00 or johndoe001 can’t be used.

Our app may also be part of a website/service/platform and have an identity. As an example, if the service is called My Demo App then we don’t want to permit passwords like my demo app, my_demo_app or mydemoapp.

We’ll add the password validation rule to our user schema module:

defmodule MyApp.Users.User do
use Ecto.Schema
use Pow.Ecto.Schema

# ...

def changeset(user_or_changeset, attrs) do user_or_changeset |> pow_changeset(attrs) |> validate_password_no_context() end

@app_name "My Demo App"

defp validate_password_no_context(changeset) do Ecto.Changeset.validate_change(changeset, :password, fn :password, password -> [ @app_name, String.downcase(@app_name), Ecto.Changeset.get_field(changeset, :email), Ecto.Changeset.get_field(changeset, :username) ] |> Enum.reject(&is_nil/1) |> similar_to_context?(password) |> case do true -> [password: "is too similar to username, email or #{@app_name}"] false -> [] end end) end

def similar_to_context?(contexts, password) do Enum.any?(contexts, &String.jaro_distance(&1, password) > 0.85) end end

We’re using the String.jaro_distance/2 to make sure that the password has a Jaro–Winkler similarity to the context of at most 0.85.


Repetitive or sequential characters

We want to prevent repetitive or sequential characters in passwords such as aaa, 1234 or abcd.

The rule we’ll use is that there may be no more than two repeating or three sequential characters in the password. We’ll add the validation rule to our user schema module:

defmodule MyApp.Users.User do
use Ecto.Schema
use Pow.Ecto.Schema

# ...

def changeset(user_or_changeset, attrs) do user_or_changeset |> pow_changeset(attrs) |> validate_password() end

defp validate_password(changeset) do changeset |> validate_no_repetitive_characters() |> validate_no_sequential_characters() end

defp validate_no_repetitive_characters(changeset) do Ecto.Changeset.validate_change(changeset, :password, fn :password, password -> case repetitive_characters?(password) do true -> [password: "has repetitive characters"] false -> [] end end) end

defp repetitive_characters?(password) when is_binary(password) do password |> String.to_charlist() |> repetitive_characters?() end defp repetitive_characters?([c, c, c | _rest]), do: true defp repetitive_characters?([_c | rest]), do: repetitive_characters?(rest) defp repetitive_characters?([]), do: false

defp validate_no_sequential_characters(changeset) do Ecto.Changeset.validate_change(changeset, :password, fn :password, password -> case sequential_characters?(password) do true -> [password: "has sequential characters"] false -> [] end end) end

@sequences ["01234567890", "abcdefghijklmnopqrstuvwxyz"] @max_sequential_chars 3

defp sequential_characters?(password) do Enum.any?(@sequences, &sequential_characters?(password, &1)) end

defp sequential_characters?(password, sequence) do max = String.length(sequence) - 1 - @max_sequential_chars

Enum<strong>.</strong>any?(0<strong>..</strong>max, <strong>fn</strong> x <strong>-&gt;</strong>
  pattern <strong>=</strong> String<strong>.</strong>slice(sequence, x, @max_sequential_chars <strong>+</strong> 1)

  String<strong>.</strong>contains?(password, pattern)
<strong>end</strong>)

end end

As you can see, you’ll be able to modify @sequences and add what is appropriate for your app. It may be that you want to support another alphabet or keyboard layout sequences like qwerty.


Dictionary words

A dictionary lookup is very easy to create. This is just a very simple example that you can add to your user schema module:

defmodule MyApp.Users.User do
use Ecto.Schema
use Pow.Ecto.Schema

# ...

def changeset(user_or_changeset, attrs) do user_or_changeset |> pow_changeset(attrs) |> validate_password_dictionary() end

defp validate_password_dictionary(changeset) do Ecto.Changeset.validate_change(changeset, :password, fn :password, password -> password |> String.downcase() |> password_in_dictionary?() |> case do true -> [password: "is too common"] false -> [] end end) end

:my_app |> :code.priv_dir() |> Path.join("dictionary.txt") |> File.stream!() |> Stream.map(&String.trim/1) |> Stream.each(fn password -> defp password_in_dictionary?(unquote(password)), do: true end) |> Stream.run()

defp password_in_dictionary?(_password), do: false end

In the above priv/dictionary.txt will be processed on compile time. The plain text file contains words separated by newline.


Require users to change weak password upon sign in

You may want to ensure that users update their password if they have been breached or are too weak. You can do this be requiring users to reset their password upon sign in.

This can be dealt with in a plug, or custom controller. A plug method could look like this:

def check_password(conn, _opts) do
changeset = MyApp.Users.User.changeset(%MyApp.Users.User{}, conn.params["user"])

case changeset.errors[:password] do nil -> conn

error <strong>-&gt;</strong>
  msg <strong>=</strong> MyAppWeb<strong>.</strong>ErrorHelpers<strong>.</strong>translate_error(error)

  conn
  <strong>|&gt;</strong> put_flash(:error, "You have to reset your password because it #{msg}")
  <strong>|&gt;</strong> redirect(to: Routes<strong>.</strong>pow_reset_password_reset_password_path(conn, :new))
  <strong>|&gt;</strong> Plug<strong>.</strong>Conn<strong>.</strong>halt()

end end

The user will be redirected to the reset password page, and the connection halted so authentication won’t happen. A caveat to this is that the user may not have entered valid credentials, since this runs before any authentication.


Conclusion

As you can see it is easy to customize and extend the password validation rules of Pow.

The landscape of web security is constantly changing, so it’s important that password requirements are neither so restricting that it affects user experience or too lax that it affects security. The above will work for most cases in the current landscape, but you should also consider supporting 2FA authentication, or alternative authentication schemes such as WebAuthn or OAuth.

It depends on your requirements and risk tolerance. It’s recommended to take your time to assess what is appropriate for your app.


Unit tests

Here is a unit test module that contains tests for two of of the above rulesets:

defmodule MyApp.Users.UserTest do
use MyApp.DataCase

alias MyApp.Users.User

test "changeset/2 validates context-specific words" do for invalid <- ["my demo app", "mydemo_app", "mydemoapp1"] do changeset = User.changeset(%User{}, %{"username" => "john.doe", "password" => invalid}) assert changeset.errors[:password] == {"is too similar to username, email or My Demo App", []} end

<em># The below is for email user id</em>
changeset <strong>=</strong> User<strong>.</strong>changeset(%User{}, %{"email" <strong>=&gt;</strong> "john.doe@example.com", "password" <strong>=&gt;</strong> "password12"})
refute changeset<strong>.</strong>errors[:password]

for invalid <strong>&lt;-</strong> ["john.doe@example.com", "johndoeexamplecom"] <strong>do</strong>
  changeset <strong>=</strong> User<strong>.</strong>changeset(%User{}, %{"email" <strong>=&gt;</strong> "john.doe@example.com", "password" <strong>=&gt;</strong> invalid})
  assert changeset<strong>.</strong>errors[:password] <strong>==</strong> {"is too similar to username, email or My Demo App", []}
<strong>end</strong>

<em># The below is for username user id</em>
changeset <strong>=</strong> User<strong>.</strong>changeset(%User{}, %{"username" <strong>=&gt;</strong> "john.doe", "password" <strong>=&gt;</strong> "password12"})
refute changeset<strong>.</strong>errors[:password]

for invalid <strong>&lt;-</strong> ["john.doe00", "johndoe", "johndoe1"] <strong>do</strong>
  changeset <strong>=</strong> User<strong>.</strong>changeset(%User{}, %{"username" <strong>=&gt;</strong> "john.doe", "password" <strong>=&gt;</strong> invalid})
  assert changeset<strong>.</strong>errors[:password] <strong>==</strong> {"is too similar to username, email or My Demo App", []}
<strong>end</strong>

end

test "changeset/2 validates repetitive and sequential password" do changeset = User.changeset(%User{}, %{"password" => "secret1222"}) assert changeset.errors[:password] == {"has repetitive characters", []}

changeset <strong>=</strong> User<strong>.</strong>changeset(%User{}, %{"password" <strong>=&gt;</strong> "secret1223"})
refute changeset<strong>.</strong>errors[:password]

changeset <strong>=</strong> User<strong>.</strong>changeset(%User{}, %{"password" <strong>=&gt;</strong> "secret1234"})
assert changeset<strong>.</strong>errors[:password] <strong>==</strong> {"has sequential characters", []}

changeset <strong>=</strong> User<strong>.</strong>changeset(%User{}, %{"password" <strong>=&gt;</strong> "secret1235"})
refute changeset<strong>.</strong>errors[:password]

changeset <strong>=</strong> User<strong>.</strong>changeset(%User{}, %{"password" <strong>=&gt;</strong> "secretefgh"})
assert changeset<strong>.</strong>errors[:password] <strong>==</strong> {"has sequential characters", []}

changeset <strong>=</strong> User<strong>.</strong>changeset(%User{}, %{"password" <strong>=&gt;</strong> "secretafgh"})
refute changeset<strong>.</strong>errors[:password]

end end


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https://github.com/open-telemetry/opentelemetry-erlang-contrib

What is OpenTelemetry?

OpenTelemetry is an open-source observability framework that provides a vendor-agnostic way to instrument applications for monitoring and tracing purposes. The framework offers a range of components and libraries that can be used to collect and report metrics, logs, and traces from applications. By leveraging OpenTelemetry, developers can gain a deeper understanding of their application's behavior, identify performance bottlenecks, and make data-driven decisions to optimize their systems.

OpenTelemetry in Erlang and Elixir

The OpenTelemetry project provides a range of libraries and tools for Erlang and Elixir developers to instrument their applications. The open-telemetry-erlang-contrib repository, available on GitHub, offers a set of pre-built instrumentation libraries for Erlang and Elixir. These libraries provide a simple and easy-to-use interface for collecting and reporting metrics, logs, and traces from Erlang and Elixir applications.

Benefits of Using OpenTelemetry in Erlang and Elixir

There are several benefits to using OpenTelemetry in Erlang and Elixir applications. Some of the key advantages include:

  • Improved Monitoring and Troubleshooting: By leveraging OpenTelemetry, developers can gain a deeper understanding of their application's behavior and identify performance bottlenecks more easily.
  • Increased Visibility: OpenTelemetry provides a vendor-agnostic way to collect and report metrics, logs, and traces from applications, giving developers a more complete picture of system performance.
  • Better Data-Driven Decision Making: By leveraging OpenTelemetry, developers can make data-driven decisions to optimize their systems and improve overall performance.

Getting Started with OpenTelemetry in Erlang and Elixir

To get started with OpenTelemetry in Erlang and Elixir, developers can follow these steps:

  1. Install the OpenTelemetry library: Install the OpenTelemetry library for Erlang and Elixir using the instructions provided in the open-telemetry-erlang-contrib repository.
  2. Instrument Your Application: Use the OpenTelemetry library to instrument your Erlang and Elixir applications and collect metrics, logs, and traces.
  3. Configure OpenTelemetry: Configure OpenTelemetry to report metrics, logs, and traces to a compatible backend, such as a monitoring system or logging platform.
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library
phoenix framework
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aesmail/kaffy: Powerfully simple admin package for phoenix applications

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admin
library
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damir/live_ui: Set of macros for building Phoenix.LiveView modules

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rate limiting
elixir
security
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ExHammer/hammer: An Elixir rate-limiter with pluggable backends

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translations
elixir
phoenix framework
i18n
library
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curiosum-dev/kanta: User-friendly translations manager for Elixir/Phoenix projects.

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test
elixir
mocking
library
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edgurgel/mimic: A mocking library for Elixir

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library
admin
phoenix framework
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tfwright/live_admin: Low-config admin UI for Phoenix apps, built on LiveView

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elixir
code quality
anti patterns
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Code-related anti-patterns

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liveview
issues
discussions
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Restoring sticky live view scroll position during live redirects

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liveview
stream results
phoenix framework
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Phoenix LiveView Streams

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articles
liveview
phoenix framework
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Dynamic forms with LiveView Streams

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ravendb
nosql
library
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YgorCastor/ravix: Ravix is an Elixir Client for the amazing RavenDB

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Preview for Keynote: Rethinking Serverless with FLAME - Chris McCord | ElixirConf EU 2024
flame
serverless
elixir
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Keynote: Rethinking Serverless with FLAME - Chris McCord | ElixirConf EU 2024

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oraganização
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Benchee · Elixir School

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library
macros
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safwank/ElixirRetry: Simple Elixir macros for linear retry, exponential backoff and wait with composable delays

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authorization
library
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woylie/let_me: Authorization library for Elixir

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elixir
library
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dwyl/useful: 🇨🇭 A collection of useful functions for working in Elixir

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Ecto.Migration — Ecto SQL v3.11.1

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Tailwind CSS Buttons - Flowbite

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